# point_distance_3d

## Returns the length of a vector comprised of the
specified components.

**Syntax:**

point_distance_3d(x1, y1, z1, x2, y2, z2);

Argument |
Description |

x1 |
The x coordinate of the first component of the vector |

y1 |
The y coordinate of the first component of the vector |

z1 |
The z coordinate of the first component of the vector |

x2 |
The x coordinate of the second component of the vector |

y2 |
The y coordinate of the second component of the vector |

z2 |
The z coordinate of the second component of the vector |

**Returns:** Real

### Description

This function takes the supplied components of the vector and
returns the length (distance) of the vector. It works in exactly
the same way as `point_distance()` but with the addition of
factoring in the z value (depth) for use in 3D space.

### Example:

var inst, ex, ey, ez;

inst = instance_nearest(x, y, enemy);

if inst

{

ex = inst.x;

ey = inst.y;

ez = inst.z;

if point_distance_3d(x, y, z, ex, ey, ez) <
200

{

instance_create(x, y,
obj_Missile)

}

}

The above code will get the x and y and z coordinates of the
nearest enemy and then use them to check the distance (length) of
the vector formed by them and the player coordinates. If the value
is less than 200, the player object will create an instance of
"obj_Missile".

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