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Detect Player is near to another player


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Papero
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Join Date: Aug 2016
Location: Italy
Old 02-14-2017 , 16:00   Detect Player is near to another player
Reply With Quote #1

Hi,
Is there a way to do this:

Player A is near to Player B > Do somethink
Player A is no longer near to Player B > Do somethink
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Mitchell
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Join Date: Mar 2010
Old 02-14-2017 , 17:02   Re: Detect Player is near to another player
Reply With Quote #2

You could do a multidimensional array:
bool plyNearAnother[MAXPLAYERS+1][MAXPLAYERS+1];
Then OnPlayerRunCmd store the m_vecOrigin of the client
then loop through the rest of the clients and compare the positions together using GetVectorDistance to get their distance.
If plyNearAnother[client][other] == true && distance > MaxDistance: // Player left the distance of the other.
If plyNearAnother[client][other] == false && distance <= MaxDistance: // Player is now close to the other player.
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starsfan
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Join Date: Apr 2017
Location: Texas
Old 04-05-2017 , 22:06   Re: Detect Player is near to another player
Reply With Quote #3

Quote:
Originally Posted by Papero View Post
Hi,
Is there a way to do this:

Player A is near to Player B > Do somethink
Player A is no longer near to Player B > Do somethink
Do you still need help with this?
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Papero
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Join Date: Aug 2016
Location: Italy
Old 04-06-2017 , 12:25   Re: Detect Player is near to another player
Reply With Quote #4

Maybe but i saw that you are banned then...
I wasn't working on that project xD
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fakuivan
Senior Member
Join Date: Nov 2015
Old 04-07-2017 , 08:58   Re: Detect Player is near to another player
Reply With Quote #5

Quote:
Originally Posted by Mitchell View Post
You could do a multidimensional array:
bool plyNearAnother[MAXPLAYERS+1][MAXPLAYERS+1];
Then OnPlayerRunCmd store the m_vecOrigin of the client
then loop through the rest of the clients and compare the positions together using GetVectorDistance to get their distance.
If plyNearAnother[client][other] == true && distance > MaxDistance: // Player left the distance of the other.
If plyNearAnother[client][other] == false && distance <= MaxDistance: // Player is now close to the other player.
You might want to compare the distance as a power of 2, to avoid potentially doing (MAXPLAYERS+1)*(MAXPLAYERS+1)*10 square roots a second.
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Last edited by fakuivan; 04-07-2017 at 10:33.
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SHUFEN
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Join Date: Jun 2014
Location: Japan, Tokyo
Old 04-07-2017 , 12:53   Re: Detect Player is near to another player
Reply With Quote #6

Quote:
Originally Posted by fakuivan View Post
You might want to compare the distance as a power of 2, to avoid potentially doing (MAXPLAYERS+1)*(MAXPLAYERS+1)*10 square roots a second.
We don't need to care load of computations if set false to param3 of GetVectorDistance, i think.

Last edited by SHUFEN; 04-07-2017 at 12:54.
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fakuivan
Senior Member
Join Date: Nov 2015
Old 04-07-2017 , 20:24   Re: Detect Player is near to another player
Reply With Quote #7

GetVectorDistance' third parameter is ``squared``, if you set it to false, you'll need to square the number that you are comparing against (just once tho). This effectively cuts the number of square roots calculated to 0. That's exactly what I said on the previous post.
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Last edited by fakuivan; 04-07-2017 at 20:24.
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Mitchell
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Join Date: Mar 2010
Old 04-07-2017 , 20:30   Re: Detect Player is near to another player
Reply With Quote #8

Quote:
Originally Posted by fakuivan View Post
You might want to compare the distance as a power of 2, to avoid potentially doing (MAXPLAYERS+1)*(MAXPLAYERS+1)*10 square roots a second.
I never actually gave an code example of GetVectorDistance.
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