checkVisibility: Difference between revisions

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<dd class="notedate">Posted on August 8, 2016 - 22:38 (UTC)</dd>
<dd class="notedate">Posted on August 8, 2016 - 22:38 (UTC)</dd>
<dt class="note">[[User:BaerMitUmlaut|BaerMitUmlaut]]</dt>
<dt class="note">[[User:BaerMitUmlaut|BaerMitUmlaut]]</dt>

Revision as of 14:29, 5 April 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Math - Geometry

Syntax

Syntax:
Syntax needed
Parameters:
[ignore, LOD, ignore2]: Array
ignore: Object - object to exclude from calculations
LOD: String - level of details to use. Possible values are: "FIRE", "VIEW", "GEOM", "IFIRE", "PHYSX" - PhysX geometry LOD (since Arma 3 v2.01.146666)
ignore2 (Optional): Object - second object to exclude from calculations (Since Arma 3 v1.62)
[beg, end]: Array
beg: Array - start position in format PositionASL
end: Array - end position in format PositionASL
Return Value:
Return value needed

Examples

Example 1:
_cansee = [objNull, "VIEW"] checkVisibility [eyePos player, eyePos unit1];

Additional Information

See also:
lineIntersectsWithlineIntersectsSurfaceslineIntersectsObjsintersectterrainIntersectterrainIntersectASLterrainIntersectAtASLlineIntersectscursorObjectcursorTargetdisableRemoteSensors

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Posted on August 8, 2016 - 22:38 (UTC)
BaerMitUmlaut
Particles that have blockAIVisibility set to 1 will influence the result, but will not make checkVisibility return 0. Instead an extremly small number will be returned.
Distance, fog, overcast, rain and nighttime have no effect on the result.