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bsspewer

Heights are wrong

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I play around in the editor once in a while, never really get a mission accomplished or released or anything, but i everytime it seems i run into a common problem when trying to set heights to objects. In this example i set the z height of the bridge section to 35 meters up, then changed to only one more meter higher, 36. But when viewing in game it moves the bridge by more than 10 actual meters. I can't get the bridge section to match the section on the left of it. Check out the photo for more detail; the photo is respectively named to correspond to what that bridge height was set for. Any one else had this problem and how do i get around it? For any more information ask and i will post.<a href=http://www.geocities.com/socer6/35-36meters.jpg</a> " border="0">

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Are you sure that you know how much is one ingame meter? Or maybe the bridge is just standing on a high bump below the water!

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I think I have encountered this problem when using

this setPos [getPos this select 0, getPos this select 1, +0]

I think the 1 in bold is the troublemaker. It moves objects a little over sometimes... anyone know how to just set height?

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It looks (from your picture) like when you change only z value of position, whole object is placed on itself even it shouldn't be there.

Try to change value, save work in editor, load another mission and run it then exit it, then load back your mission and check if object is placed where you want it to be. Maybe it's similar problem like with description.ext.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ Oct. 18 2002,06:12)</td></tr><tr><td id="QUOTE">... anyone know how to just set height?<span id='postcolor'>

this setPos [getPos this select 0, getPos this select 1,(getPos this select 2)+10]

moves object 10 meters higher then its previous position

and

this setPos [getPos this select 0, getPos this select 1,10]

place object on same x,y position but to altitude 10 meters.

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There is a problem with bridges that comes from tides and waves. As you know, altitude is not absolute altitude but rather relative altitude which varies according to the ground elevation.

I have noticed this applies to water, too. Waves (and long-term tides) make the water surface go up and down periodically. Unfortunately this seems to change the 0-altitude point as well along with the waves.

Even if you setpos the bridge at the beginning of the mission, the water level seems to be vary with every restart, so this "bug" or "feature" (take your pick) is clearly visible.

A workaround would be to use the z-value of the adjacent bridge as the z-value of the setPos'ed bridge. That way their elevations align perfectly.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Try to change value, save work in editor, load another mission and run it then exit it, then load back your mission and check if object is placed where you want it to be.<span id='postcolor'>

I have tried this, opened and closed many other missions, played some missions, and moved the bridge and the problem persists.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">this setPos [getPos this select 0, getPos this select 1,(getPos this select 2)+10]

this setPos [getPos this select 0, getPos this select 1,10]<span id='postcolor'>

I've tried both of these too, neither works

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">A workaround would be to use the z-value of the adjacent bridge as the z-value of the setPos'ed bridge. That way their elevations align perfectly. <span id='postcolor'>

...and lastly i have tried this also. It seems nothing works to place the bridge at a height between 35 to 36 meters on the z axis. I've moved the bridge around on the map to over land and water and the problem persists. It would be nice if BIS or whomever comes out with the patches would look into this or a problem such as this and give either a response or include a fix in the next patch.

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