Difference between revisions of "isFlatEmpty"

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(complete rewrite with examples. old notes moved to talk)
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| Check if given area is flat and empty. |= 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
 +
The gradient seems to correlate with general hill steepness: 0.1 (10%) ~6<sup>o</sup>, 0.5 (50%) ~27<sup>o</sup>, 1.0 (100%) ~45<sup>o</sup>, etc.There are also some oddities about this command that need to be noted:
 +
* Object 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 (<nowiki><=</nowiki> 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
 +
|= Description
 
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| position '''isFlatEmpty''' [float minDistance,float precizePos,float maxGradient,float gradientRadius,float onWater,bool onShore,object skipobj] |= Syntax
+
| position '''isFlatEmpty''' [minDistance, -1, maxGradient, maxGradientRadius, overWaterLand, shoreLine, ignoreObject] |= Syntax
  
|p1= position: [[Array]] - |= PARAMETER1  
+
|p1= position: [[Array]] - position in format [[PositionAGL]]|= PARAMETER1  
  
|p2= [float minDistance,float precizePos,float maxGradient,float gradientRadius,float onWater,bool onShore,object skipobj]: [[Array]] |= PARAMETER2  
+
|p2= [minDistance, -1, maxGradient, maxGradientRadius, overWaterLand, shoreLine, ignoreObject]: [[Array]]|= PARAMETER2  
  
|p3= |= PARAMETER3  
+
|p3= minDistance (Optional): [[Number]] - Objects within 50m cannot be closer than minDistance. -1 to ignore proximity check. Default: -1 |= PARAMETER3  
  
| [[Array]] |= RETURNVALUE
+
|p4= -1 (Optional): [[Number]] - Position check mode (DON'T CHANGE). Default -1 |= PARAMETER4
  
 +
|p5= maxGradient (Optional): [[Number]] - Maximum terrain steepness allowed. -1 to ignore. Default: -1 |= PARAMETER5
 +
|p6= maxGradientRadius (Optional): [[Number]] - How far to extend gradient check. Default: 1 |= PARAMETER6
 +
 +
|p7= overWaterLand (Optional): [[Number]] -  0: position cannot be on water; 2: position cannot be on land. -1 to ignore. Default: 0 |= PARAMETER6
 +
|p8= shoreLine (Optional): [[Boolean]] - [[true]]: position is over shoreline (< ~25 m from water). [[false]] to ignore. Default: [[false]] |= PARAMETER6
 +
|p9= ignoreObject (Optional): [[Object]] - Object to ignore in proximity checks. [[objNull]] to ignore. Default: [[objNull]] |= PARAMETER6
 +
 +
| [[Array]] - Empty array [] if check failed or [[PositionASL]] if succeded. Resulting position will be original [[PositionAGL]] + [[getTerrainHeightASL]] |= RETURNVALUE
 +
 +
 +
|x1=Check if player position is over land:<code>_overLand = !([[position]] [[player]] [[isFlatEmpty]] [-1, -1, -1, 1, 0, [[false]]] [[isEqualTo]] []);</code> |= EXAMPLE1
 +
|x2=Check if player position is over shore line:<code>_overShore = !([[position]] [[player]] [[isFlatEmpty]]  [-1, -1, -1, 1, 0, [[true]]] [[isEqualTo]] []);</code> |= EXAMPLE2
 +
|x3=Check if player position is over water:<code>_overWater = !([[position]] [[player]] [[isFlatEmpty]]  [-1, -1, -1, 1, 2, [[false]]] [[isEqualTo]] []);</code> |= EXAMPLE3
 +
|x4=Check if no object is closer than 5m to player position:<code>_isEmpty = !([[position]] [[player]] [[isFlatEmpty]]  [5, -1, -1, 1, 1, [[false]], [[player]]] [[isEqualTo]] []);</code> |= EXAMPLE4
 +
|x5=Check if area 10m around player position is relatively flat:<code>_isFlat = !([[position]] [[player]] [[isFlatEmpty]]  [-1, 0.3, 10, 1, 1] [[isEqualTo]] []);</code> |= EXAMPLE5
 +
|x6=Check if area 15m around player position is very flat and empty:<code>_isFlatEmpty = !([[position]] [[player]] [[isFlatEmpty]]  [15, -1, 0.1, 15, 1, [[false]], [[player]]] [[isEqualTo]] []);</code> |= EXAMPLE6
  
|x1= <pre>_isFlat = (position _preview) isflatempty [
 
(sizeof typeof _preview) / 2, //--- Minimal distance from another object
 
0, //--- If 0, just check position. If >0, select new one
 
0.7, //--- Max gradient
 
(sizeof typeof _preview), //--- Gradient area
 
0, //--- 0 for restricted water, 2 for required water,
 
false, //--- True if some water can be in 25m radius
 
_preview //--- Ignored object
 
];</pre>|= EXAMPLE1
 
  
 
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<h3 style='display:none'>Notes</h3>
 
<h3 style='display:none'>Notes</h3>
 
<dl class='command_description'>
 
<dl class='command_description'>
<!-- Note Section BEGIN -->
 
<dd class="notedate">Posted on september 12, 2010 - 12:09 (CEST)
 
<dt class="note">'''[[User:Lou Montana|Lou Montana]]'''
 
<dd class="note">The returned pos is '''ASL'''. Use [[setPosASL]] or fly !
 
 
<dd class="notedate">Posted on april 15, 2013 - 20:12 (UTC)
 
<dt class="note">'''[[User:HELLinG3R|HELLinG3R]]'''
 
<dd class="note">isFlatEmpty returns an array holding a valid position or an empty array the check failed.
 
<!-- Note Section END -->
 
 
</dl>
 
</dl>
 
 
  
 
<h3 style='display:none'>Bottom Section</h3>
 
<h3 style='display:none'>Bottom Section</h3>
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[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
 
<!-- CONTINUE Notes -->
 
<dl class="command_description">
 
<dd class="notedate">Posted on August 11, 2015 - 17:30 (UTC)</dd>
 
<dt class="note">[[User:Gippo|Gippo]]</dt>
 
<dd class="note">
 
The '''onShore''' parameter on '''true''' only returned the array with position if I was near water (on shore).
 
</dd>
 
</dl>
 
<!-- DISCONTINUE Notes -->
 

Revision as of 00:47, 16 March 2016

Introduced with Arma 2 version 1.00
  

Click on the images for descriptions

Introduced in

Game:
Arma 2
Version:
1.00

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
The gradient seems to correlate with general hill steepness: 0.1 (10%) ~6o, 0.5 (50%) ~27o, 1.0 (100%) ~45o, etc.There are also some oddities about this command that need to be noted:
  • Object 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

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, 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

Multiplayer:
-
See also:
selectBestPlacesfindEmptyPosition

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Bottom Section