isFlatEmpty
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Description
- Description:
- Checks given position against given filter params. Filter includes checks for:
- If there are any objects closer than given distance from given position (in 2D)
- If the area around position is flat enough to match given gradient
- If the given position is over water or land
- If the given position is over shore line
- Objects accounted for proximity check seem to be static objects. Nearby vehicles and units do not seem to affect the output
- Given position will be magically transferred into given position + getTerrainHeightASL value
- The second element must be -1 (<= 0 really) at all times, otherwise command becomes unusable
- The command might be a bit heavy on computations so avoid frequent and large area checks
- Groups:
- Uncategorised
Syntax
- Syntax:
- position isFlatEmpty [minDistance, -1, maxGradient, maxGradientRadius, overWaterLand, shoreLine, ignoreObject]
- Parameters:
- position: Array - position in format PositionAGL
- [minDistance, -1, maxGradient, maxGradientRadius, overWaterLand, shoreLine, ignoreObject]: Array
- minDistance (Optional): Number - Objects within 50m cannot be closer than minDistance. -1 to ignore proximity check. Default: -1
- -1 (Optional): Number - Position check mode (DON'T CHANGE). Default -1
- maxGradient (Optional): Number - Maximum terrain steepness allowed. -1 to ignore. Default: -1
- maxGradientRadius (Optional): Number - How far to extend gradient check. Default: 1
- overWaterLand (Optional): Number - 0: position cannot be on water; 2: position cannot be on land. -1 to ignore. Default: 0
- shoreLine (Optional): Boolean - true: position is over shoreline (< ~25 m from water). false to ignore. Default: false
- ignoreObject (Optional): Object - Object to ignore in proximity checks. objNull to ignore. Default: objNull
- Return Value:
- Array - Empty array [] if check failed or PositionASL if succeded. Resulting position will be original PositionAGL + getTerrainHeightASL
Examples
- Example 1:
- Check if player position is over land:
_overLand = !(position player isFlatEmpty [-1, -1, -1, 1, 0, false] isEqualTo []);
- Example 2:
- Check if player position is over shore line:
_overShore = !(position player isFlatEmpty [-1, -1, -1, 1, 0, true] isEqualTo []);
- Example 3:
- Check if player position is over water:
_overWater = !(position player isFlatEmpty [-1, -1, -1, 1, 2, false] isEqualTo []);
- Example 4:
- Check if no object is closer than 5m to player position:
_isEmpty = !(position player isFlatEmpty [5, -1, -1, 1, 1, false, player] isEqualTo []);
- Example 5:
- Check if area 10m around player position is relatively flat:
_isFlat = !(position player isFlatEmpty [-1, -1, 0.3, 10, 1, 1] isEqualTo []);
- Example 6:
- Check if area 15m around player position is very flat and empty:
_isFlatEmpty = !(position player isFlatEmpty [15, -1, 0.1, 15, 1, false, player] isEqualTo []);
Additional Information
- See also:
- selectBestPlacesfindEmptyPosition
Notes
-
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