GetGroundPosition: Difference between revisions

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__NOTOC__
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{{Client function}}
{{Client function}}
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 world map data is loaded.
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==  
==Syntax==  

Revision as of 16:14, 17 September 2007

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,
	if getGroundPosition ( px, py, pz ) == getGroundPosition ( px, py, pz + 500 ) then
		-- so the player is not under cover
		return false
	--otherwise, there was an object over him,
	else
		-- so the player is under cover
		return true
	end
end

See Also