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Terrain Height


Clackdor
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I'm taking a look at this function:

 

TerrainHeight

Description

Retrieves the relative terrain height at the specified grid point. This is a value between 0 and 1.

 

Syntax

C:

flt TerrainHeight( TEntity terrain, int x, int y )

 

What do I multiply this relative terrain value by to get the appropriate y coordinate for my PositionEntity() function. For the moment I am simply setting my y value high enough that no matter where on the terrain I place my character, she falls to the ground and I can start from there. This isn't an acceptable method for dynamically placing entities in a finished product.

 

Another question. Are the x and y grid coordinate arguments identical to the x and z global position that is returned by EntityPosition(); or is there a conversion?

 

Thanks.

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You need to convert the terrain x,z to entity x,z coordinates. It's something like entity.x=(terrain.x / terrainsize) - (terrainsize / 2) * terrainscale. That's just a quick guess, I have the exact formula somewhere in my game code.

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