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 Getting the height of the terrain 
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Data Realms Elite
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Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
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Post Re: Getting the height of the terrain
It's wierd. It doesn't give me any errors, but it doesn't work either.

Here I'll post the complete code:

Code:
function Update(self)
   if self:GetAltitude(0,7) <= 5 then
      self.PinStrength = 9999;
   end
   self.Age = 0;
   self.ToSettle = false;   
   local curdist = 25;
   for actor in MovableMan.Actors do
      local avgx = actor.Pos.X - self.Pos.X;
      local avgy = actor.Pos.Y - self.Pos.Y;
      local dist = math.sqrt(avgx ^ 2 + avgy ^ 2);
      if dist < curdist then;
         self:GibThis();
      end
   end

end


It simply won't pin.


Sun Mar 06, 2011 6:20 am
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DRL Developer
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Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
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Post Re: Getting the height of the terrain
The second argument in MovableObject:GetAltitude is the accuracy. You have it set to 7, which means that it only checks every 7 pixels whether there's any terrain. I'm not entirely positive how it rounds the numbers, but I would assume that it's always returning 7 unless the object is underground, in which case it would return 0. Set the accuracy to something less than 5 if you want to check if it's lower than 5.


Sun Mar 06, 2011 6:46 am
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Data Realms Elite
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Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
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Post Re: Getting the height of the terrain
That worked.

Thanks a lot! Now my landmines won't turn into terrain. But I had to pin them 7 pixels above ground.

EDIT: 7? nah, just 4. Looks more natural.
And it also works great for bunker building phase =D


Sun Mar 06, 2011 6:55 am
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