SKKmods Posted October 20, 2017 Share Posted October 20, 2017 I need to generate a bunch of xmarkers and container objects in a circle at a constant radius around the player's location which could be anywhere in the world. So far the best approach I have come up with is to PlaceAtMe() a temp marker at the player, MoveTo(X, Y) and use that ref to PlaceAtMe() the actual marker or object. All great except for the Z height which naturally stays level with the Player's origin leaving objects floating or buried. A. Is there a way to establish the Z of an object from the navmesh (or whatever the zero plane is in this engine), that can be used for a Z move, or; B. is there a better way to generate dynamic placement offsets around the player when there are no other fixed references or static/placed objects ? any ideas appreciated. Link to comment Share on other sites More sharing options...
SKKmods Posted October 20, 2017 Author Share Posted October 20, 2017 (edited) Ah self-help, found MoveToNearestNavmeshLocation() which seems to do the Z height job. Clipping is still an issue, but cycle through enough functions and I'm sure there's a solution .... EDIT which is the virtibird safe landing area test GetSafePosition() Edited October 21, 2017 by SKK50 Link to comment Share on other sites More sharing options...
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