Arma 3 Scripting

getTerrainInfo

  • Arma 3 v2.10

Command · Markdown · JSON · original wiki page

Description

Returns the terrain heightmap information, as well as sea level offset (due to tides, if available).

Syntax

getTerrainInfo

Returns: Array with [landGridWidth, landGridSize, terrainGridWidth, terrainGridSize, seaLevel]

Note

  • The result of landGridWidth * landGridSize and terrainGridWidth * terrainGridSize is always equal to the worldSize.
  • "land grid" is used by the game for object placement (e.g. finding the nearestObject), dynamic simulation, etc.
  • "terrain grid" is the actual terrain, used to display the terrain, calculate terrain height, surface normal, etc.

Examples

Example 1

private _terrainInfo = getTerrainInfo; // Stratis: [32,256,4,2048,0]; Altis: [30,1024,7.5,4096,0]

Example 2

// Draws a 20x20 terrain grid when clicking on the map
// Each triangle of the terrain is formed by a diagonal
// that starts from the top-left corner of the cell and ends at the bottom-right corner.
// The green lines show the cell diagonals
onMapSingleClick {
    getTerrainInfo params ["", "", "_cellsize", "_resolution"];
    gridLines = [];
    _pos apply { floor (_x / _cellsize) } params ["_x0", "_y0"];
    for "_x" from ((_x0 - 10) max 0) to ((_x0 + 10) min _resolution) do
    {
        for "_y" from ((_y0 - 10) max 0) to ((_y0 + 10) min _resolution) do
        {
            private _p1 = [_x, _y] vectorMultiply _cellsize;        // bottom-left corner
            private _p2 = [_x, _y + 1] vectorMultiply _cellsize;    // top-left corner
            private _p3 = [_x + 1, _y] vectorMultiply _cellsize;    // bottom-right corner
            // Positions are AGL, and Z value of 0 is already at the terrain surface (except on water surface).
            // Just move them up a few centimeters so they're visible.
            _p1 set [2, 0.1];
            _p2 set [2, 0.1];
            _p3 set [2, 0.1];

            gridLines pushBack [_p1, _p2, [1,0,0,1]];
            gridLines pushBack [_p1, _p3, [1,0,0,1]];
            gridLines pushBack [_p2, _p3, [0,1,0,1]];
        };
    };

    onEachFrame {
        {
            drawLine3D _x;
        } forEach gridLines;
    }
};

See also

getTerrainHeight · setTerrainHeight · worldSize