surfer 42 Posted July 16, 2014 (edited) As the title says I would like to run a test for units that are not inside buildings. This is what I've got but it's far from being perfect: { if ((_x distance (nearestbuilding getpos _x)) > 10) then { // get damaged by heavy rain etc. } } forEach allUnits; Unfortunately this doesn't account if the building is small or large, so on small buildings 10 m from the center you're still standing inside. Vice versa for large buildings. I'm sure there's a more elegant way. Thanks for sharing! :-) Edited July 16, 2014 by Surfer Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted July 16, 2014 You could use lineIntersectsObjs to draw a line from unit position to 20m above the units position and let the filter detect any buildings. This way units will still get damaged when standing under a tree (doesn't really offer too much protection from rain etc.) Might be what you're looking for. Share this post Link to post Share on other sites
surfer 42 Posted July 16, 2014 Thanks, Grumpy Old Man, How would I have to adapt the below code to get it to work, please? I know the +[0,0,20] is adding to the end of the array which is wrong but don't know how to achieve what I want. if (lineintersectsobjs [getpos _x, (getpos _x +[0,0,20])]) = nul then { hint "unit is outside building"; }; } foreach allUnits; Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted July 16, 2014 You'd want to use getposATL or ASL since both are way faster, especially when checking on multiple units. As starting position you use: getposATL _x; Endposition: [(getposATL _x select 0),(getposATL _x select 1),(getposATL _x select 2)+20]; Cheers Share this post Link to post Share on other sites
squeeze 22 Posted July 16, 2014 Have you tried boundingbox on a house object, I haven't used that command in years but I think it's worth a look at Share this post Link to post Share on other sites
surfer 42 Posted July 16, 2014 @Grumpy Old Man, I think we are close but there's an error in this and I'm not experienced enough to find it. Can you help once more please? { if ((lineintersectsobjs [getposATL _x, [(getposATL _x select 0),(getposATL _x select 1),(getposATL _x select 2)+20]]) == []) then { // bad things coming if you didn't find shelter }; } foreach allunits; Share this post Link to post Share on other sites
5133p39 14 Posted July 16, 2014 some time ago i put together a function to test something, maybe you can alter it to your purpose... private ["_unitPos","_offsetASL","_X","_Y","_Z","_o","_objects","_result"]; // usage: _unit call fIsUnitUnderRoof; // returns objNull, or the house/object the unit is underneath #define BEAM_LENGTH 10 _unitPos = getPosASL _this; _offsetASL = _unitPos Distance (getPosATL _this); // TODO: for debugging, remove later _unitPos Set [2, (_unitPos select 2) + 1.3]; // add something so the beam wont start at character feet where it could intersect with building stairs or furniture _X = _unitPos select 0; _Y = _unitPos select 1; _Z = _unitPos select 2; _o = objNull; _result = objNull; // Simplified calculation of triangle points offsets from the centroid (player pos) // offset A = [ 0, -1] // offset B = [-0.95, +0.65] // offset C = [+0.95, +0.65] _objects = lineIntersectsWith [[_X,_Y - 1,_Z], [_X,_Y - 1,_Z + BEAM_LENGTH], _this, _this, true]; // point A drawLine3D [[_X,_Y - 1,_Z - _offsetASL], [_X,_Y - 1,_Z + BEAM_LENGTH - _offsetASL], [0,0,1,1]]; // TODO: for debugging, remove later if (count _objects > 0) then { _o = _objects select 0; _objects = lineIntersectsWith [[_X - 0.95,_Y + 0.65,_Z], [_X - 0.95, _Y + 0.65, _Z + BEAM_LENGTH], _this, _this, true]; // point B drawLine3D [[_X - 0.95,_Y + 0.65,_Z - _offsetASL], [_X - 0.95, _Y + 0.65, _Z + BEAM_LENGTH - _offsetASL], [0,0,1,1]]; // TODO: for debugging, remove later if (count _objects > 0) then { if (_o == _objects select 0) then { _objects = lineIntersectsWith [[_X + 0.95,_Y + 0.65,_Z], [_X + 0.95, _Y + 0.65, _Z + BEAM_LENGTH], _this, _this, true]; // point C drawLine3D [[_X + 0.95,_Y + 0.65,_Z - _offsetASL], [_X + 0.95, _Y + 0.65, _Z + BEAM_LENGTH - _offsetASL], [0,0,1,1]]; // TODO: for debugging, remove later if (count _objects > 0) then { if (_o == _objects select 0) then {_result = _o}; }; }; }; }; drawLine3D [[_X, _Y -1, 0.1], [_X -0.95, _Y +0.65, 0.1], [0,0,1,10]]; // TODO: for debugging, remove later drawLine3D [[_X -0.95, _Y +0.65, 0.1], [_X +0.95, _Y +0.65, 0.1], [0,0,1,1]]; // TODO: for debugging, remove later drawLine3D [[_X, _Y -1, 0.1], [_X +0.95, _Y +0.65, 0.1], [0,0,1,1]]; // TODO: for debugging, remove later _result Share this post Link to post Share on other sites
IndeedPete 1038 Posted July 16, 2014 @Grumpy Old Man, I think we are close but there's an error in this and I'm not experienced enough to find it. Can you help once more please? { if ((lineintersectsobjs [getposATL _x, [(getposATL _x select 0),(getposATL _x select 1),(getposATL _x select 2)+20]]) == []) then { // bad things coming if you didn't find shelter }; } foreach allunits; Can you post the error? Share this post Link to post Share on other sites
surfer 42 Posted July 16, 2014 Don't know how to copy & paste from the error, so I'm writing it down: |#| == type Array, expected Number in line 2 ---------- Post added at 10:31 ---------- Previous post was at 10:28 ---------- Thanks Squeeze, I found some old code regarding boundigbox but I hoped there would be a more streamlined option. Also thanks, 5133p39, but this code to me is just "$%&§$&"§%&/%/$%/$%/""§$", hehe :confused: Share this post Link to post Share on other sites
IndeedPete 1038 Posted July 16, 2014 Ah, as expected, the comparison (==) fails. Try (untested): { if (count(lineIntersectsObjs [(getposATL _x), [(getposATL _x select 0),(getposATL _x select 1),((getposATL _x select 2) + 20)]]) == 0) then { // bad things coming if you didn't find shelter }; } forEach allUnits; Share this post Link to post Share on other sites
Larrow 2820 Posted July 16, 2014 Remember to use ASL co-ordinatess else you will find your results are wrong. Either GetPosASL or ATLtoASL (GetPosATL #). Have you tried boundingbox on a house object, I haven't used that command in years but I think it's worth a look at I thought about suggesting that aswell Squeeze, trouble is on alot of houses the bounding area extends way past the model. Share this post Link to post Share on other sites
surfer 42 Posted July 16, 2014 (edited) Thanks to Larrow I've changed the getpos to ASL and now it works like a charm! It's not restricted to houses for cover but trees and roofs and probably a lot of other stuff all give cover which is absolutely fine for me. I'm super happy now! Thanks everybody! This community rocks!!! Here's the working code: { if (count(lineIntersectsObjs [(getposASL _x), [(getposASL _x select 0),(getposASL _x select 1),((getposASL _x select 2) + 20)]]) == 0) then { // bad things happening if you didn't find cover }; } forEach allUnits; Edited July 16, 2014 by Surfer 1 Share this post Link to post Share on other sites