Talk:getPos

From Bohemia Interactive Community
Revision as of 10:56, 4 October 2014 by Killzone Kid (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Hello. There is one command missing in the list shown here and in other sites:

getVel

I have NO idea which version this came out from, but I've seen it thanks to one boy -I really can't recall where I got his script- who has done a personal bombing script. I've then tried myself to change some stuff of his and noticed this command that isn't listed in major sites! It works just like getPos; I myself still have to learn it properly, and am still far away from being good in scripts.

If anyone has more info 'bout this, PLEASE post what you know! Thanks.

I suppose velocity is what this is about? --Suma 19:33, 15 August 2006 (CEST)


Oh... I'm sorry, my bad; I'll try that out! Thanks a lot for answering Mr. Spanel. --Deusrexmachina 18:12, 17 August 2006 (CEST)

Arma 3

Altis

If I use getpos (ex. getpos player) the X and Y only has 1 digit behind the dot. If I examine the mission.sqm file, there are up to 4 digits after the dot.

Stratis

If I use getpos (ex. getpos player) the X and Y only has 2 digit behind the dot. If I examine the mission.sqm file, there are up to 4 digits after the dot.

This is very inaccurate

Anyone else has the same behaviour? If there are more with the same behaviour, I would go and open a issue @feedback.

--HeliJunkie 20:51, 10 December 2013 (CET)

This has something to do with the number format in Arma. You can only have 6 digits doesn't matter integer or float. For example 999999 is the biggest number you can have before it starts to get rounded, and -999999 is the smallest. If you go float then the smaller the number the better precision: 9.99999, 99.9999, 999.999, 9999.99, 99999.9. The unfortunate thing about this number handling is that the further away you are from the origin of the map [0,0,0] the worse the position precision.

--Killzone_Kid 13 December 2013

Hey, thanks for that hint! It has to do with formating a number to a string (not (only) with the internaly number format).

Try this code:

_num = 123456.123456789;
_num2 = 0;
if (_num >= 0) then
{
  // strip "0." after modulo (_num % 1 => 0.125)
  _num2 = [str(_num % 1), 2] call BIS_fnc_trimString;
} else
{
  // strip "-0." after modulo (for negative numbers)
  _num2 = [str(_num % 1), 3] call BIS_fnc_trimString;
};
_numString = format["%1.%2",(round _num), _num2];
hint format["Default: %1\nNumString: %2",_num, _numString];

Result should be:

Default: 123456
NumString: 123456.125

This is a little bit closer to the real number

More examples:

12345.123456789 => 12345.123047
1234.123456789  => 1234.123413
123.123456789   => 123.123459
12.123456789    => 12.123457

So of course there is already the limit of 6 digits while formating the number after the dot.

--HeliJunkie 22:19, 13 December 2013 (CET)

Good one! I went in a slightly different way, completely forgot about % and as a result managed to achieve even better precision

2518.51 default number to string
2518.512695 using modulo
2518.51268555 using my method

The only thing is it is easier to store this precision as 2 strings rather than 1. Going to put this method on my blog tomo if you are interested.

--Killzone_Kid 13 December 2013

Posted on October 4, 2014 - 03:08 (UTC)
DreadedEntity
I wrote a post in the Arma3 section of the forums regarding accuracy of this command because of rounding, along with a small workaround I developed. (click here) Untested, but this issue probably exists in Arma2 as well.