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twisted

trees not houses

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to get a list of the nearest houses i use

_buildings = nearestObjects [_startpos, ["house"],_radius];

what what i do to find the list of nearest vegetation?

also is there a place that can show me this full list for arma3?

thanks

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Vegetation doesn't have classes, its bit problematic to get them, you'll need to do following search:

_objs = [];
{
if(typeOf(_x) == "") then {
	_objs set [count _objs, _x];
};
} forEach (nearestObjects [_startpos, [], _radius]);

This will put all objects with no class into _objs, this will include rocks, trees and map-placed no class objects.

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Trees are "classless" objects, they can't be found in the same manner.

Another way to return all classless objects (~2x slower than SaMatra's code):

_localClasslessObjects = (nearestObjects [_position, [], _radius]) - (_position nearObjects _radius);

then find vegetation from the object model names (although you will need to remove the object number from the returned objects strings). From memory, in Arma 3 all tree model names start with "t_", and all bushes with "b_".

Or you can find general areas with trees using the selectBestPlaces command, eg:

selectBestPlaces [_position, _radius, "trees", 1, 1] 

Edited by ceeeb

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thanks a lot SaMatra and ceeb. I've incorporated the first solution but the selectbestplaces looks very interesting. wonder why its quite under utillised?

thanks again!

found this good post by Rube. he went to a ton of detail on a very powerful command.

http://forums.bistudio.com/showthread.php?93897-selectBestPlaces-(do-it-yourself-documentation)

Edited by twisted

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