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Position And Proximity Function Reference
Source-verified 2026-06-21 against then-current master cf2a6d6a4; current origin/master is 0139a346, so recheck cited paths before current-head claims. Paths relative to
Missions/[55-2hc]warfarev2_073v48co.chernarus/. Arma 2 OA 1.64.
This page catalogs the shared helper family that picks random positions, finds nearby objects or towns, checks build/service ranges and counts nearby enemy presence. It complements Spawn Primitive Function Reference and Waypoint Helper Function Reference: those pages cover how units/vehicles/waypoints are created, while this page covers the position and proximity helpers they often depend on.
| Helper | Compile name(s) | Source | Contract |
|---|---|---|---|
Common_GetRandomPosition.sqf |
GetRandomPosition; WFBE_CO_FNC_GetRandomPosition
|
Common/Init/Init_Common.sqf:36, Common/Init/Init_Common.sqf:125; behavior Common/Functions/Common_GetRandomPosition.sqf:16-23
|
Returns a random non-water position around an object or position. |
Common_GetPositionFrom.sqf |
GetPositionFrom |
Common/Init/Init_Common.sqf:35; behavior Common/Functions/Common_GetPositionFrom.sqf:3-11
|
Returns a polar offset from a position/object, using either a numeric direction or a direction toward another object/position. |
Common_PlaceNear.sqf |
PlaceNear |
Common/Init/Init_Common.sqf:71; behavior Common/Functions/Common_PlaceNear.sqf:3-34
|
Moves an object to a random radius around a point, optionally delegating the final placement to PlaceSafe. |
Common_PlaceSafe.sqf |
PlaceSafe |
Common/Init/Init_Common.sqf:72; behavior Common/Functions/Common_PlaceSafe.sqf:4-28
|
Moves an object to the first nearby candidate that is not water and not close to building/vehicle obstacles. |
Common_GetEmptyPosition.sqf |
WFBE_CO_FNC_GetEmptyPosition |
Common/Init/Init_Common.sqf:123; behavior Common/Functions/Common_GetEmptyPosition.sqf:10-24
|
Returns a random isFlatEmpty position inside a square around the input. |
Common_GetSafePlace.sqf |
GetSafePlace |
Common/Init/Init_Common.sqf:39; behavior Common/Functions/Common_GetSafePlace.sqf:4-27
|
Returns a nearby safe position, or [] when its 30-probe search finds none. |
Common_SortByDistance.sqf |
SortByDistance; WFBE_CO_FNC_SortByDistance
|
Common/Init/Init_Common.sqf:82, Common/Init/Init_Common.sqf:152; behavior Common/Functions/Common_SortByDistance.sqf:10-30
|
Returns a copied list sorted nearest-to-farthest from the reference object/position. |
Common_GetClosestEntity*.sqf |
WFBE_CO_FNC_GetClosestEntity through WFBE_CO_FNC_GetClosestEntity4
|
Common/Init/Init_Common.sqf:117-120; behavior Common/Functions/Common_GetClosestEntity.sqf:10-17, Common/Functions/Common_GetClosestEntity2.sqf:13-17, Common/Functions/Common_GetClosestEntity3.sqf:13-17, Common/Functions/Common_GetClosestEntity4.sqf:13-17
|
Returns the nearest object in a list, with variants that cap the accepted distance by base-area constants. |
| Town closest helpers |
GetClosestLocation; GetClosestLocationBySide; GetClosestFriendlyLocation
|
Common/Init/Init_Common.sqf:25-27; behavior Common/Functions/Common_GetClosestLocation.sqf:3-5, Common/Functions/Common_GetClosestLocationBySide.sqf:3-21, Common/Functions/Common_GetClosestFriendlyTown.sqf:3-12
|
Find nearest town objects from the global towns array, with side-owned or non-side-owned filters. Note: WFBE_CO_FNC_GetClosestEnemyLocation was removed from master (zero call sites; compile line replaced with comment at Init_Common.sqf:125; source file deleted). |
| Area/range helpers |
BuildingInRange; GetHostilesInArea; WFBE_CO_FNC_GetAreaEnemiesCount; GetUnitsBelowHeight
|
Common/Init/Init_Common.sqf:18, Common/Init/Init_Common.sqf:33, Common/Init/Init_Common.sqf:64, Common/Init/Init_Common.sqf:114; behavior Common/Functions/Common_BuildingInRange.sqf:2-16, Common/Functions/Common_GetHostilesInArea.sqf:2-18, Common/Functions/Common_GetAreaEnemiesCount.sqf:11-20, Common/Functions/Common_GetUnitsBelowHeight.sqf:3-11
|
Build/service range checks, nearby hostile counts and height-filtered unit lists. |
| Helper | Signature | Behavior | Edge to preserve |
|---|---|---|---|
GetRandomPosition |
[_positionOrObject, _minRadius, _maxRadius] Call GetRandomPosition or Call WFBE_CO_FNC_GetRandomPosition
|
Converts objects to getPos, pads 2D positions with z = 0, chooses a random direction, chooses radius random (_maxRadius - _minRadius) + _minRadius, and returns the offset position. |
The water-retry loop has no iteration cap; it keeps resampling while surfaceIsWater _position is true (Common/Functions/Common_GetRandomPosition.sqf:16-21). |
GetPositionFrom |
[_positionOrObject, _distance, _directionOrTarget] Call GetPositionFrom |
Converts non-array origins with Position, accepts scalar directions directly, otherwise computes direction through GetDirTo, then returns a same-Z offset using sin/cos. |
Non-scalar direction values must be valid for GetDirTo; the helper does no null/type validation beyond the scalar check (Common/Functions/Common_GetPositionFrom.sqf:3-11). |
PlaceNear |
[_object, _position, _minRadius, _maxRadius, _faceAway, _randomDirection, _placeSafe] Call PlaceNear |
Defaults _faceAway = true, _randomDirection = true, _placeSafe = false; picks random direction/radius; either setPoses the object at z + 0.5 or calls PlaceSafe with a safe radius equal to half the spread and minimum 5. |
_randomDirection is applied before _faceAway, but _faceAway then overwrites direction based on the final object position away from the center (Common/Functions/Common_PlaceNear.sqf:8-15, Common/Functions/Common_PlaceNear.sqf:20-33). |
PlaceSafe |
[_object, _position, _radius?] Call PlaceSafe |
Defaults _radius = 35, tries up to 30 candidate positions, rejects water, nearestObjects buildings within 15 m and nearEntities building/car/tank/air objects within 7 m, then sets position and downward velocity. |
The search rotates by 36 degrees per failed probe, expands radius by 25 after probe 15, and falls back to the original position if no safe candidate is found (Common/Functions/Common_PlaceSafe.sqf:4-28). |
GetEmptyPosition |
[_positionOrObject, _radius] Call WFBE_CO_FNC_GetEmptyPosition |
Converts object inputs to getPos, starts with fallback [x+5,y+5,0], then makes up to 1000 random square samples and accepts the first isFlatEmpty [15,0,2,10,0,false,objNull] result. |
This returns the fallback offset if all 1000 samples fail; it does not return objNull or [] (Common/Functions/Common_GetEmptyPosition.sqf:10-24). |
GetSafePlace |
[_position, _radius?] Call GetSafePlace |
Uses the same 30-probe obstacle/water search pattern as PlaceSafe, but returns a position instead of moving an object. |
Unlike PlaceSafe, failure returns []; there is no original-position fallback (Common/Functions/Common_GetSafePlace.sqf:4-27). |
SortByDistance |
[_reference, _objects] Call SortByDistance or Call WFBE_CO_FNC_SortByDistance
|
Copies the input array, repeatedly finds the nearest remaining entry by distance, appends it to _sorted, removes it with a sentinel marker, and returns the sorted copy. |
The nested loop is O(n^2); keep it away from large hot-loop lists unless the caller's cadence is bounded (Common/Functions/Common_SortByDistance.sqf:10-30). |
| Helper | Distance seed / filter | Return | Primary use |
|---|---|---|---|
WFBE_CO_FNC_GetClosestEntity |
Starts with _distance = 100000; any nearer object wins. |
objNull if the list is empty, otherwise the nearest object. |
General UI, respawn, service, construction, ZetaCargo and town/patrol targeting use this broad helper (Common/Functions/Common_GetClosestEntity.sqf:10-17; examples at Client/GUI/GUI_RespawnMenu.sqf:52, Client/GUI/GUI_Menu_Service.sqf:225, Server/FSM/server_patrols.sqf:49). |
WFBE_CO_FNC_GetClosestEntity2 |
Starts with WFBE_C_BASE_AREA_RANGE + WFBE_C_BASE_HQ_BUILD_RANGE. |
Only returns an object inside that base-area plus HQ-build radius; otherwise objNull. |
Build preview/base-area checks in client init and CoIn (Common/Functions/Common_GetClosestEntity2.sqf:13-17; Client/Init/Init_Client.sqf:625, Client/Module/CoIn/coin_interface.sqf:257). |
WFBE_CO_FNC_GetClosestEntity3 |
Starts with WFBE_C_BASE_PROTECTION_RANGE. |
Only returns an object inside base-protection range; otherwise objNull. |
Enemy-base protection preview check (Common/Functions/Common_GetClosestEntity3.sqf:13-17; Client/Init/Init_Client.sqf:712). |
WFBE_CO_FNC_GetClosestEntity4 |
Starts with WFBE_C_BASE_DEFENSE_MANNING_RANGE. |
Only returns an object inside defense-manning range; otherwise objNull. |
Stationary defense construction area selection (Common/Functions/Common_GetClosestEntity4.sqf:13-17; Server/Construction/Construction_StationaryDefense.sqf:14). |
| Helper | Signature | Behavior | Caller notes |
|---|---|---|---|
GetClosestLocation |
[_object] Call GetClosestLocation |
Calls WFBE_CO_FNC_GetClosestEntity over the global towns array. |
Used for building/sale chat text and respawn-camp lookup (Common/Functions/Common_GetClosestLocation.sqf:3-5; Client/PVFunctions/LocalizeMessage.sqf:51-52; Common/Functions/Common_GetRespawnCamps.sqf:14). |
GetClosestLocationBySide |
[_object, _side, _cvar?] Call GetClosestLocationBySide |
Builds towns - (_side Call GetSideTowns), sorts by distance, and either returns the nearest non-owned town or the nearest sorted town whose _cvar variable is true. |
The helper finds towns not held by _side; do not describe it as enemy-only without checking neutral/resistance ownership in the caller (Common/Functions/Common_GetClosestLocationBySide.sqf:3-18; Client/Functions/Client_TaskSystem.sqf:36). |
GetClosestFriendlyLocation |
[] Call GetClosestFriendlyLocation |
Ignores parameters, gets (side player) Call GetSideTowns, sorts them from player, and returns the first one. |
The compile name says "location", but the file is Common_GetClosestFriendlyTown.sqf and the origin is hardcoded to player (Common/Functions/Common_GetClosestFriendlyTown.sqf:3-12; Common/Init/Init_Common.sqf:27). |
WFBE_CO_FNC_GetClosestEnemyLocation |
Removed from master (zero call sites). Compile deleted from Common/Init/Init_Common.sqf; source file absent from Chernarus Common/Functions. Still present in Modded_Missions (lingor/eden/Napf). |
— | — |
BuildingInRange |
[_buildingType, _buildings, _range, _side, _unit] Call BuildingInRange |
Resolves structures through GetFactories, picks the closest result with WFBE_CO_FNC_GetClosestEntity, and returns objNull if the closest structure is farther than _range. |
Used by the action FSM for barracks, gear, light, heavy, aircraft, service and command-center range flags, and by stationary-defense manning near barracks (Common/Functions/Common_BuildingInRange.sqf:2-16; Client/FSM/updateavailableactions.fsm:157-180; Server/Construction/Construction_StationaryDefense.sqf:106). |
GetHostilesInArea |
[_object, _sideOrSides, _within?] Call GetHostilesInArea |
Defaults radius to 50, scans nearEntities [["Man","Car","Motorcycle","Tank","Air"], _within], then counts either every side in an array or a single side. |
Respawn-camp eligibility passes enemy side(s) and minimum range through this helper (Common/Functions/Common_GetHostilesInArea.sqf:2-18; Common/Functions/Common_GetRespawnCamps.sqf:27, Common/Functions/Common_GetRespawnCamps.sqf:50, Common/Functions/Common_GetRespawnCamps.sqf:79). |
WFBE_CO_FNC_GetAreaEnemiesCount |
[_unitsOrObjects, _friendlySide, _ignoredSides?] Call WFBE_CO_FNC_GetAreaEnemiesCount |
Counts sides from [west, east, resistance, sideEnemy] - [_friendlySide] - _ignoredSides using countSide. |
Town AI uses it after its own detection/filtering stage, so the helper counts sides in a provided list rather than scanning the world itself (Common/Functions/Common_GetAreaEnemiesCount.sqf:11-20; Server/FSM/server_town_ai.sqf:77). |
GetUnitsBelowHeight |
[_units, _height, _min?] Call GetUnitsBelowHeight |
Returns units whose getPos Z value is below _height and at or above _min; default _min = -10. |
It is compiled as a short global; treat it as a height filter until a caller gives it more specific runtime semantics (Common/Functions/Common_GetUnitsBelowHeight.sqf:3-11; Common/Init/Init_Common.sqf:64). |
| Flow | Helpers | Source |
|---|---|---|
| Town AI and side patrol spawn placement |
WFBE_CO_FNC_GetRandomPosition followed by WFBE_CO_FNC_GetEmptyPosition. |
Server/FSM/server_town_ai.sqf:136-140; Server/FSM/server_patrols.sqf:20-21; Common/Functions/Common_RunSidePatrol.sqf:18-19
|
| AI attack path waypoint scattering |
WFBE_CO_FNC_SortByDistance chooses nodes/camps, then WFBE_CO_FNC_GetRandomPosition scatters MOVE/SAD waypoints around them. |
Server/Functions/Server_AI_SetTownAttackPath.sqf:35-39, Server/Functions/Server_AI_SetTownAttackPath.sqf:58-95
|
| Factory and defense spawn offsets |
GetPositionFrom computes offsets from factory/defense headings before spawn. |
Server/Functions/Server_BuyUnit.sqf:32; Client/Functions/Client_BuildUnit.sqf:164; Server/Functions/Server_HandleDefense.sqf:27
|
| Start vehicles around HQ |
PlaceNear places startup vehicles around the side HQ with safe placement enabled. |
Server/Init/Init_Server.sqf:418, Server/Init/Init_Server.sqf:432, Server/Init/Init_Server.sqf:449
|
| Respawn and disconnect fallback positions |
GetRandomPosition scatters respawn positions; disconnect fallback first chooses closest respawn structure with WFBE_CO_FNC_GetClosestEntity. |
Client/Functions/Client_OnRespawnHandler.sqf:32; Server/Functions/Server_OnPlayerDisconnected.sqf:120-122; Server/AI/AI_SquadRespawn.sqf:88-98; Server/AI/AI_AdvancedRespawn.sqf:102-113
|
| Build/action UI range flags |
BuildingInRange is the action-FSM gate for barracks, gear, factories, service points and command centers. |
Client/FSM/updateavailableactions.fsm:157-180, Client/FSM/updateavailableactions.fsm:197
|
| Fast travel and unstuck-style relocation |
PlaceSafe moves grouped units or vehicles near chosen destinations. |
Client/GUI/GUI_Menu.sqf:123-134; Client/GUI/GUI_Menu_Tactical.sqf:448; Server/AI/AI_TLWPHandler.sqs:27
|
| Rule | Why |
|---|---|
Keep the short-global and WFBE_CO_FNC_* aliases in sync when changing shared helpers. |
GetRandomPosition, SortByDistance and several closest/range helpers are compiled under mixed legacy and namespaced names (Common/Init/Init_Common.sqf:35-39, Common/Init/Init_Common.sqf:82, Common/Init/Init_Common.sqf:117-125, Common/Init/Init_Common.sqf:152). |
Do not put GetRandomPosition, WaypointPatrol water-avoidance or SortByDistance over large unbounded lists in hot loops without a cap. |
GetRandomPosition retries water forever, WaypointPatrol pages document the same uncapped water-resample pattern, and SortByDistance uses a nested nearest-search loop (Common/Functions/Common_GetRandomPosition.sqf:21; Common/Functions/Common_SortByDistance.sqf:14-28; Waypoint Helper Function Reference). |
| Use the right closest-entity variant for base checks. | Entity variants 2, 3 and 4 are not generic aliases: they hard-code base-area/HQ-build, base-protection and defense-manning ranges respectively (Common/Functions/Common_GetClosestEntity2.sqf:14; Common/Functions/Common_GetClosestEntity3.sqf:14; Common/Functions/Common_GetClosestEntity4.sqf:14). |
Treat GetClosestLocationBySide as "not owned by this side" unless the caller separately filters hostility. |
Its candidate set is towns - ((_side) Call GetSideTowns), which can include neutral or resistance-held towns depending on current map state (Common/Functions/Common_GetClosestLocationBySide.sqf:7). |
| Smoke placement changes in both Chernarus source and maintained Vanilla after propagation. | Town AI, patrol, respawn, build, fast-travel and start-vehicle callers are spread across server, client and common paths, and Chernarus remains the source mission propagated through LoadoutManager (Server/FSM/server_town_ai.sqf:136-140; Client/Functions/Client_OnRespawnHandler.sqf:32; Server/Init/Init_Server.sqf:418; Tools And Build Workflow). |
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Related: Waypoint helper function reference | Construction and CoIn systems atlas | Server gameplay runtime atlas
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- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index