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Intersect

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  Arguments of this scripting command don't have to be local to the client the command is executed on

点击图片可看到更多讯息

开始使用于

游戏:
Armed Assault
版本:
1.00

描述

描述:
Finds named selections in object which are in specified LOD, intersected by given section of a line. Return value is in the form of [selection, distance]. Multiple returned arrays are nested within a single array. No intersection returns []. lodName could be one of the following:

  • "FIRE"
  • "VIEW"
  • "GEOM"
  • "IFIRE" - ("I" stands for Indirect, almost the same as FIRE)

基本句法

句法:
[object, lodName] intersect [begPos, endPos]
参数:
[object, lodName]: Array

object: Object

lodName: String

[begPos, endPos] : Array

begPos: Array - format PositionAGL

endPos: Array - format PositionAGL
返回值:
Array - array of intersections in format: [[selection, distance],...], where

  • selection - name of intersected selection
  • distance - distance from begPos

The results are also sorted, closest selection first

范例

范例1:
[_tank, "VIEW"] intersect [[1500, 1500, 2], [1550, 1500, 2]];

范例2:
sphere = "Sign_Sphere10cm_F" createVehicle [0,0,0]; onEachFrame { _begPos = positionCameraToWorld [0,0,0]; _begPosASL = AGLToASL _begPos; _endPos = positionCameraToWorld [0,0,1000]; _endPosASL = AGLToASL _endPos; _ins = lineIntersectsSurfaces [_begPosASL, _endPosASL, player, objNull, true, 1, "FIRE", "NONE"]; if (_ins isEqualTo []) exitWith {sphere setPosASL [0,0,0]}; _ins select 0 params ["_pos", "_norm", "_obj", "_parent"]; if !(getModelInfo _parent select 2) exitWith {sphere setPosASL [0,0,0]}; _ins2 = [_parent, "FIRE"] intersect [_begPos, _endPos]; if (_ins2 isEqualTo []) exitWith {sphere setPosASL [0,0,0]}; _ins2 select 0 params ["_name", "_dist"]; _posASL = _begPosASL vectorAdd ((_begPosASL vectorFromTo _endPosASL) vectorMultiply _dist); drawIcon3D ["", [1,1,1,1], ASLToAGL _posASL, 0, 0, 0, _name, 1, 0.03, "PuristaMedium"]; sphere setPosASL _posASL; };

额外资讯

多人游戏:
-
也可以看看:

lineIntersectsSurfacesterrainIntersectterrainIntersectASLlineIntersectslineIntersectsWithlineIntersectsObjscursorObjectcursorTarget

注意事项

此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

Notes

Posted on Jul 25, 2007 - 08:37
ManDay
The most common LOD is "FIRE", which identifies the most detailled hitbox used for ammunition.
Posted on Mar 27, 2014 - 14:52
ffur2007slx2_5
Example (In ArmA3 ver 1.14) display returned arrays on cursor entities:
Sto = []; Fn = {

 {
   Sto set [_foreachindex,[cursortarget,_x] intersect [(asltoagl (eyepos player)),(screentoworld [0.5,0.5])]];
 } foreach ["FIRE","VIEW","GEOM","IFIRE"];
 hintsilent format ["FIRE: %1, VIEW: %2, GEOM: %3, IFIRE: %4",Sto select 0,Sto select 1,Sto select 2,Sto select 3];

}; ["sample_id","onEachFrame","Fn"] call BIS_fnc_addStackedEventHandler; Return FIRE: [something], VIEW: [something], GEOM: [something], IFIRE: [something].

Bottom Section

Posted on August 20, 2015 - 18:34 (UTC)
Killzone Kid
intersect will spam .rpt if passed to it object has no skeleton. Use getModelInfo to filter out those objects.

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