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 Detect things inside self (or very close) 
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Joined: Mon Dec 21, 2015 9:30 am
Posts: 80
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Post Detect things inside self (or very close)
i have been looking at some mods who detect closeby things in a radius but i cannot figure out the exact code since it often has a lot of things piled on. i know you look through everything in the game currently and see which ones are close enough but what're the exact lines of code for that?


Mon Apr 16, 2018 1:59 am
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Joined: Fri Sep 10, 2010 1:48 am
Posts: 649
Location: Halifax, Canada
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Post Re: Detect things inside self (or very close)
Something like this:
Code:
for actor in MovableMan.Actors do
   if SceneMan:ShortestDistance(self.Pos, actor.Pos, true).Magnitude < NUM_YOU_WANT then
    --DO STUFF HERE
  end
end


Last edited by Bad Boy on Mon Apr 16, 2018 2:23 am, edited 1 time in total.



Mon Apr 16, 2018 2:09 am
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Joined: Mon Dec 21, 2015 9:30 am
Posts: 80
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Post Re: Detect things inside self (or very close)
Bad Boy wrote:
Something like this:
Code:
bool isClose = false
for actor in MovableMan.Actors do
   if SceneMan:ShortestDistance(self.Pos, actor.Pos, true) then
    --DO STUFF HERE
  end
end


doesn't shortestdistance give a vector? what would that end up giving me a pointer to? how can i also limit it to a specific radius, like 10 pixels for example?


Mon Apr 16, 2018 2:14 am
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Joined: Fri Sep 10, 2010 1:48 am
Posts: 649
Location: Halifax, Canada
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Post Re: Detect things inside self (or very close)
Sorry, edited it a bit after I posted cause I realized I forgot some stuff.
Shortest distance gives you a vector, but you can use the vector magnitudeto get you a scalar distance. To limit it to 10 pixels, you'd replace NUM_YOU_WANT with 10.


Mon Apr 16, 2018 3:46 am
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