GetLineOfSight
From GECK
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A function included in the GECK for Fallout 3.
Contents
Description
Returns true if calling actor has line of sight to the specified object. Can only be called on actors.
Syntax
(bool) [actor:ref].GetLineOfSight target:ref
Or:
(bool) [actor:ref].GetLOS target:ref
Example
testActor.GetLineOfSight TestMarker
Notes
- When called on a non-player actor, the supplied ObjectID must be another actor or getLOS will return false, even when the object is within line of sight.
- When called on the player...
- ...non-actors can be specified as an objectID.
- If the objectID parameter is not an actor, however, this function is quite slow and should not be run every frame.
- ...it returns true if the camera can see the object, not if the player-character can see the object. This means that in Third-Person, GetLOS may return true for objects behind the player, if they are close enough that they can be seen with the camera.
- ...non-actors can be specified as an objectID.
- When called on a disabled actor, it crashes the game. May CTD if GetLOS is called by an actor that was disabled in the previous frame. A delay of a few frames after the actor is enabled will solve this issue.
- The field of view for LOS is +/- 95 degrees from the 0 axis line in which the observer (non-player actor, player, or camera) is looking straight ahead.
- All creatures and non-player actors have the same field of view for LOS, regardless of eye placement, or if they even have heads (zombies) or eyes (will-o-wisps).
- Will return true with trigger volumes and collision volumes if they are in the calling actors field of view even though they normally aren't visible in game.
- Will not return true when checking if a disabled reference is in view.