Yo, me again.
So I have 2 kinds of objects yea? And I what I want is to check if there is some hill or something between all of the one kind to all of the other kind. I figured out that the easiest way to do this would be to check the highest point between them and if it's higher than their own height above sea level (there is a funky function to check that) and if there is such a peak then there is a hill. It's not needed to be advanced with houses and trees in the way and stuff, just the ground.
The problem is, how would I find the highest peak between the objects? One way would be to send a GL between them but this take time and a comp too since I need like usually more than 50 of these scripts running at the same time, if the player really wants to play with the big toys maybe up to a 200 scripts. And OFP only supports 63 groups and I cannot use Invisible Hs and stuff like that 'cause I've allready used up my 63 invisible Hs. :-\
The script should be like something:
X = 1 type of object
Y = other type of object
() = hill
- and | = line of check
X ----()-----Y : CANNOT, HIGHER POINT BETWEEN
|
|
X : CAN, ONLY LOWER POINTS BETWEEN
Any ideas?
:beat: *Gets Shot* :beat:
EDIT: Woaaaaa! When ppl have read this thread ppl will think this missions gonna be a lag master. But I assure you, nothing else in the mission will cause lag that this. I promise.
EDIT2: Yea. Nuthing to worry about. I think it can handle 200 complicated scripts at one time when my comp could handle 200000000000000 basic loop scripts with a bit lag...
EDIT3: It's true man, I'm not joking. 200000000000000 basic loop scripts.
EDIT4: Aw feck. I just tried it out with the hint format stuff. Doesn't seem like OFP can handle 0.00000000000000000000000000000000000000000000000000000000000000000000000000000001 delays. :-/ Aw well. 10000 scripts before lag is always something.