setTerrainHeight: Difference between revisions
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(Adjust old example to new syntax) |
Lou Montana (talk | contribs) m (Fix typo) |
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|version1= 2.10 | |version1= 2.10 | ||
| | |eff= global | ||
| | |serverExec= server | ||
|gr1= Diagnostic | |||
Heightmap changes are stored in JIP queue | |descr= Set the current terrain's altitude on provided location(s). | ||
{{Feature|important| | |||
* Heightmap changes: | |||
** are internally converted (rounded) to heightmap coordinates | |||
** are stored in the JIP queue | |||
** are '''not''' removed from the JIP queue if the values are set back to terrain's default value | |||
** are updated in the JIP queue for updated positions '''if''' the same group of positions are edited (order does not matter, but amount does);<br>editing positions by terrain ''sections'' is good for multiplayer optimisation (see {{Link|#Example 2}}) | |||
** are '''not''' updated and sent twice (old one then new one) if position edits are not exactly the same (see point above and {{Link|#Example 2}}). | |||
* Edited terrain heights are '''not''' saved inside savegames, they need to be restored manually on savegame load. | |||
* Known issues: | |||
** Terrain sections can become invisible if the change is too extreme | |||
** Walking on the edge of extreme height changes can catapult the player away | |||
}} | |||
|s1= [[setTerrainHeight]] [positionAndAltitudeArray, adjustObjects] | |||
|p1= positionAndAltitudeArray: [[Array]] of [[Array]] in format [[PositionASL]] - [<nowiki/>[x1, y1, newASLHeight1], [x2, y2, newASLHeight2], ...] | |||
|p2= adjustObjects: [[Boolean]] - (Optional, default [[true]]) if true then objects on modified points are moved up/down to keep the same ATL height | |||
{{Feature|important|'''All''' objects above modified terrain will be adjusted, even flying ones.}} | |||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
Line 29: | Line 38: | ||
{ | { | ||
params ["_start", "_a", "_b", "_h"]; | params ["_start", "_a", "_b", "_h"]; | ||
private _newPositions = []; | |||
for "_xStep" from 0 to _a do | for "_xStep" from 0 to _a do | ||
{ | { | ||
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private _newHeight = _start vectorAdd [_xStep, _yStep, 0]; | private _newHeight = _start vectorAdd [_xStep, _yStep, 0]; | ||
_newHeight set [2, _h]; | _newHeight set [2, _h]; | ||
_newPositions pushBack _newHeight; | |||
}; | }; | ||
}; | }; | ||
_newPositions; | |||
}; | }; | ||
private _desiredTerrainHeight = 150; | private _desiredTerrainHeight = 150; | ||
private _positionsAndHeights = [getPosWorld player, 50, 50, _desiredTerrainHeight] call _fnc_flattenTerrain; | |||
setTerrainHeight [_positionsAndHeights, true]; | |||
</sqf> | </sqf> | ||
| | |x2= Bad example: | ||
<sqf> | <sqf> | ||
// first update | |||
setTerrainHeight [[[1000, 1000, 25], [1005, 1000, 25], [1000, 1005, 25], [1005, 1005, 25]]]; | |||
// second update - this will make the JIP queue keep both messages | |||
setTerrainHeight [[[1005, 1000, 50]]]; | |||
</sqf> | </sqf> | ||
Good example: | |||
<sqf> | |||
// first update | |||
setTerrainHeight [[[1000, 1000, 25], [1005, 1000, 25], [1000, 1005, 25], [1005, 1005, 25]]]; | |||
// second update - this will update the JIP queue properly | |||
setTerrainHeight [[[1000, 1000, 25], [1005, 1000, 50], [1000, 1005, 25], [1005, 1005, 25]]]; | |||
</sqf> | |||
|seealso= [[getTerrainInfo]] [[getTerrainHeight]] | |seealso= [[getTerrainInfo]] [[getTerrainHeight]] | ||
}} | }} |
Latest revision as of 14:22, 10 April 2023
Description
- Description:
- Set the current terrain's altitude on provided location(s).
- Groups:
- Diagnostic
Syntax
- Syntax:
- setTerrainHeight [positionAndAltitudeArray, adjustObjects]
- Parameters:
- positionAndAltitudeArray: Array of Array in format PositionASL - [[x1, y1, newASLHeight1], [x2, y2, newASLHeight2], ...]
- adjustObjects: Boolean - (Optional, default true) if true then objects on modified points are moved up/down to keep the same ATL height
- Return Value:
- Nothing
Examples
- Example 1:
- private _fnc_flattenTerrain = { params ["_start", "_a", "_b", "_h"]; private _newPositions = []; for "_xStep" from 0 to _a do { for "_yStep" from 0 to _b do { private _newHeight = _start vectorAdd [_xStep, _yStep, 0]; _newHeight set [2, _h]; _newPositions pushBack _newHeight; }; }; _newPositions; }; private _desiredTerrainHeight = 150; private _positionsAndHeights = [getPosWorld player, 50, 50, _desiredTerrainHeight] call _fnc_flattenTerrain; setTerrainHeight [_positionsAndHeights, true];
- Example 2:
- Bad example:
Good example:// first update setTerrainHeight [[[1000, 1000, 25], [1005, 1000, 25], [1000, 1005, 25], [1005, 1005, 25]]]; // second update - this will make the JIP queue keep both messages setTerrainHeight [[[1005, 1000, 50]]];// first update setTerrainHeight [[[1000, 1000, 25], [1005, 1000, 25], [1000, 1005, 25], [1005, 1005, 25]]]; // second update - this will update the JIP queue properly setTerrainHeight [[[1000, 1000, 25], [1005, 1000, 50], [1000, 1005, 25], [1005, 1005, 25]]];
Additional Information
- See also:
- getTerrainInfo getTerrainHeight
Notes
-
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