isTouchingGround: Difference between revisions
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{{ | {{RV|type=command | ||
| arma3 |= | |game1= arma3 | ||
|version1= 0.50 | |||
| | |arg= global | ||
| | |gr1= Object Manipulation | ||
| | |descr= Returns true if object is touching the ground. | ||
| | |s1= [[isTouchingGround]] object | ||
| [[ | |p1= object: [[Object]] | ||
|r1= [[Boolean]] | |||
|x1= < | |x1= <sqf>if (isTouchingGround player) then { hint "Terraferma!" };</sqf> | ||
</ | |||
|x2= A full "is safely parked" method for air, ground and water vehicles: | |||
<sqf> | |||
// get if a vehicle is properly parked - covers e.g helicopter landed on a building, boat (beached or not) and underwater or not submarine | |||
// return false on null, disabled or destroyed vehicle | |||
private _isSafelyParked = { | |||
params [ | |||
["_vehicle", objNull, [objNull]], // 0: OBJECT - vehicle - a null object returns false | |||
["_altitudeTolerance", 0.1, [0]], // 1: NUMBER - altitude tolerance - in metre | |||
["_velocityTolerance", 0.01, [0]] // 2: NUMBER - velocity tolerance - in km/h | |||
]; | |||
if (not canMove _vehicle) exitWith { false }; // returns false for null as well | |||
| | if (_vehicle isKindOf "Ship") then | ||
{ | |||
// surfaceIsWater getPosASL _vehicle // a beached boat is fine | |||
velocity _vehicle params ["_velX", "_velY"]; | |||
sqrt (_velX * _velX + _velY * _velY) < _velocityTolerance // only 2D speed matters (think waves) | |||
&& { | |||
getPosASLW _vehicle < _altitudeTolerance // underwater submarines are OK | |||
|| { getPos _vehicle select 2 < _altitudeTolerance } // beached boat | |||
}; | |||
} | |||
else | |||
{ | |||
// over -a- ground and not over ocean | |||
(isTouchingGround _vehicle || { | |||
getPosASLW _vehicle select 2 >= _altitudeTolerance // not in water | |||
&& { getPos _vehicle select 2 < _altitudeTolerance } | |||
}) | |||
&& { vectorMagnitude velocity _vehicle * 3.6 < _velocityTolerance } | |||
} | |||
}; | |||
objectParent player call _isSafelyParked; | |||
</sqf> | |||
|seealso= [[underwater]] | |||
}} | }} | ||
{{Note | |||
|user= AgentRev | |||
|timestamp= 20140601012300 | |||
|text= If you are using this command as a validation method, it should not be the sole thing you are checking for, as the result is often inaccurate. | |||
For example, it returns false for some helicopters when landed on the roof of certain buildings, and it always returns false for boats, even if they are beached. | |||
}} | |||
< | {{Note | ||
</ | |user= Demellion | ||
|timestamp= 20160929082800 | |||
|text= In addition to previous statement: That behaviour is true, simply because [[isTouchingGround]] applied to a player unit (or any unit) is frozen to a last state when unit enters vehicle. | |||
To get proper return from this command you should go for units [[vehicle]]: | |||
<sqf> | |||
_var = isTouchingGround player; // unreliable | |||
_var = isTouchingGround (vehicle player); // pretty reliable | |||
</sqf> | |||
}} | |||
{{Note | |||
[[ | |user= Pierre MGI | ||
|timestamp= 20161110205700 | |||
|text= This command returns always true if the falling object is attached to some other object with the [[attachTo]] command, like for vehicle air drop with parachute. | |||
}} | |||
{{Note | |||
|user= Gippo | |||
|timestamp= 20170426200200 | |||
|text= Be aware: it is not reliable on remote objects. | |||
}} |
Latest revision as of 23:07, 4 May 2024
Description
- Description:
- Returns true if object is touching the ground.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- isTouchingGround object
- Parameters:
- object: Object
- Return Value:
- Boolean
Examples
- Example 1:
- Example 2:
- A full "is safely parked" method for air, ground and water vehicles:
// get if a vehicle is properly parked - covers e.g helicopter landed on a building, boat (beached or not) and underwater or not submarine // return false on null, disabled or destroyed vehicle private _isSafelyParked = { params [ ["_vehicle", objNull, [objNull]], // 0: OBJECT - vehicle - a null object returns false ["_altitudeTolerance", 0.1, [0]], // 1: NUMBER - altitude tolerance - in metre ["_velocityTolerance", 0.01, [0]] // 2: NUMBER - velocity tolerance - in km/h ]; if (not canMove _vehicle) exitWith { false }; // returns false for null as well if (_vehicle isKindOf "Ship") then { // surfaceIsWater getPosASL _vehicle // a beached boat is fine velocity _vehicle params ["_velX", "_velY"]; sqrt (_velX * _velX + _velY * _velY) < _velocityTolerance // only 2D speed matters (think waves) && { getPosASLW _vehicle < _altitudeTolerance // underwater submarines are OK || { getPos _vehicle select 2 < _altitudeTolerance } // beached boat }; } else { // over -a- ground and not over ocean (isTouchingGround _vehicle || { getPosASLW _vehicle select 2 >= _altitudeTolerance // not in water && { getPos _vehicle select 2 < _altitudeTolerance } }) && { vectorMagnitude velocity _vehicle * 3.6 < _velocityTolerance } } }; objectParent player call _isSafelyParked;
Additional Information
- See also:
- underwater
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Jun 01, 2014 - 01:23 (UTC)
- If you are using this command as a validation method, it should not be the sole thing you are checking for, as the result is often inaccurate. For example, it returns false for some helicopters when landed on the roof of certain buildings, and it always returns false for boats, even if they are beached.
- Posted on Sep 29, 2016 - 08:28 (UTC)
- In addition to previous statement: That behaviour is true, simply because isTouchingGround applied to a player unit (or any unit) is frozen to a last state when unit enters vehicle. To get proper return from this command you should go for units vehicle:
- Posted on Nov 10, 2016 - 20:57 (UTC)
- This command returns always true if the falling object is attached to some other object with the attachTo command, like for vehicle air drop with parachute.
- Posted on Apr 26, 2017 - 20:02 (UTC)
- Be aware: it is not reliable on remote objects.