Lou Montana
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Checks for object intersection with a virtual line between two positions. Since Arma 3 v2.20, there is an alternative syntax that does multiple checks in parallel, faster than multiple calls.
Note
- Does not work under water.
- Max hardcoded distance is 1000m.
lineIntersects [begPos, endPos, objIgnore1, objIgnore2]
Parameters:
begPos: PositionASLendPos: PositionASLobjIgnore1: Object - (Optional, default objNull) object to ignore. When testing intersections from an object/unit/vehicle, pass that object here to prevent intersections inside of the objectobjIgnore2: Object - (Optional, default objNull) another object to ignore. When testing intersections of a line between two objects, pass the second object here to prevent intersections inside of it being reportedReturns: Boolean - true if an intersection happens with an object (not with terrain)
since arma3 2.20
lineIntersects [[element1, element2, ...]]
Parameters:
elementN: Array with [begPos, endPos, objIgnore1, objIgnore2]
Returns: Array with [result1, result2, ...] - true if an intersection happens with an object (not with terrain) for the Nth element
private _hasStraightLineToChopper = lineIntersects [eyePos player, aimPos chopper, player, chopper];
Alternative syntax to check intersections in parallel:
private _enemies = units opfor;
private _enemyDataArray = _enemies apply { [eyePos player, aimPos _x, player, _x] };
private _result = lineIntersects [_enemyDataArray];
lineIntersectsSurfaces · lineIntersectsObjs · lineIntersectsWith · terrainIntersect · terrainIntersectASL · terrainIntersectAtASL · intersect · cursorObject · cursorTarget · checkVisibility
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