# GetGroundPosition

This function gets the Z level of the highest ground below a point.

It is required that the point is near enough to the local player so that it's within the area where collision data is loaded. If this is not the case, an incorrect position will be returned.

## Syntax

```float getGroundPosition ( float x, float y, float z )
```

### Required Arguments

• x: A floating point number representing the X world coordinate of the point.
• y: A floating point number representing the Y world coordinate of the point.
• z: A floating point number representing the Z world coordinate of the point.

### Returns

Returns a float with the highest ground-level Z coord if parameters are valid, 0 if the point you tried to test is outside the loaded world map, false otherwise.

## Example

This clientside function determines if a player is under a ceiling or not.

```function isPlayerUnderCover ( thePlayer )
--we get the player's position
local px, py, pz = getElementPosition ( thePlayer )
--we'll check for ground level at the player's position, and also 500 units over him.
--if these ground levels match, it must mean there were no obstacles (such as a ceiling) over the player,
return getGroundPosition ( px, py, pz ) ~= getGroundPosition ( px, py, pz + 530 )
end
```

## Another example

This clientside function returns the distance between you and the ground (if there is)

```function getGroundDistance( thePlayer, zHeight  )
local x,y,z = getElementPosition(thePlayer) -- get position
local groundPosition = getGroundPosition(x,y,z) -- get default ground pos
local hit, x1, y1, groundPosition = processLineOfSight(x,y,z+1,x,y,z-(zHeight+0.7))  -- using zHeight get a better ground position
local distance = getDistanceBetweenPoints3D(x, y, z, x,y, (groundPosition or z))  -- get distance between both positions
return distance -- return the distance
end

-- Some cool examples:
local distance = getGroundDistance(localPlayer, tonumber(amount))
outputChatBox("The distance to reach ground is: " .. distance)
end)