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Author Topic: [SUBMITTED] Altimeter script  (Read 2270 times)

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richardedwards

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[SUBMITTED] Altimeter script
« on: 30 Jun 2006, 02:04:05 »
~random 1
;
;            Altimeter script v1.1
;
;   Use this to get any positions height above sea level, very useful for avioding setting random generated
;   waypoints in the sea, and for "seek higher ground" commands.
;   Output is either a public variable "Altitude" or a hinted onscreen message
;
;
;   [Position X, Position Y,"hint"] exec "altimeter.sqs"    =   ONSCREEN MESSAGE
;   [Position X, Position Y,"var"] exec "altimeter.sqs"    =   VARIABLE "altitude" IS PRODUCED

;
;   example [getpos player select 0,getpos player select 1] exec "altimeter.sqs"
;
;
;********************************************************************************************************************



? format ["%1",AltimeterZERO] == "scalar bool array string 0xffffffef" : AltimeterZERO = "logic" camcreate [0,0,0]
? format ["%1",AltimeterPOS] == "scalar bool array string 0xffffffef" : AltimeterPOS = "logic" camcreate [0,0,0]
AltimeterPOS setpos [(_this select 0),(_this select 1)]
_pos1 = getpos AltimeterPOS
_pos2 = getpos AltimeterZERO
_B = sqrt (((_pos1 select 0) - (_pos2 select 0))^2 + ((_pos1 select 1) - (_pos2 select 1))^2)
_C = AltimeterPOS distance AltimeterZERO
_A = sqrt (_c^2 - _b^2)
? _this select 2 == "hint" : hint format ["Altitude %1",_A]
? _this select 2 == "var" : Altitude = _a
#EXIT
exit
« Last Edit: 01 Sep 2007, 14:59:47 by bedges »

Offline Mandoble

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    • Grunt ONE and MandoMissile suite
As SetPos of emptydetectors always places them at sea level, you may try the following:
Code: [Select]
_pos = _this select 0
_sea = "EmptyDetector" camCreate [0,0,0]
_sea setPos [_pos select 0, _pos select 1, 0]
_ground = "logic" camCreate _pos
_asl = _sea distance _ground


hint format["%1 meters asl, %2 meters agl", _asl, _pos select 2]
deleteVehicle _sea
deleteVehicle _ground

Note that sea level moves up and down about 1.5 meters.

klavan

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Quote
Note that sea level moves up and down about 1.5 meters.

If you're referring to the seatide, it changes up to 6 meters (positive and negative), depending by time of day and by the season.
Klavan

richardedwards

  • Guest
Re: sealevel
« Reply #3 on: 02 Jul 2006, 04:26:53 »
the script i submitted doesnt move with the sealevel. So i guess you could say it delivers an absolute height above zero.
I use it for testing random group movement positions before committing (so as to avoid driving vehicles into the sea)

Offline penguinman

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  • Money is worthless, just paper, ink, and threads
Quote
Quote: Note that sea level moves up and down about 1.5 meters.

Quote
Note that sea level moves up and down about 1.5 meters.

 as time goes by, yes there, are tides, but what he means is the sea also rises and falls indpendantly of the tide.