@QQuix: Thanks. LinkedDoor.IsInInterior would be better. If you know of a way to test if a cell is a cave that would be helpful too as I'm not interested in scanning those cells, although I haven't looked into it, and I don't like asking questions without putting some effort into finding the solution myself, but if you know off the top of your head, it would save me some time.
No, I don't.
Maybe GetCellMusicType, but the docs say that it works only for the player current cell.
Alternative: checking the statics in the cell against a list of cave tile statics, but I suppose this would require a lot of research and may turn out quite heavy on processing.
Anyway, I'm actually replying to ask you about that building mesh dimension data you told me about in your construction suite. Firstly, what is the last and eighth value? I get the first 7, as you described to me.
Not sure which one you cal the 8th.
There are 6 values for the distances from the origin of the mesh to the bounding box faces
There is one, called zAngZ, that determines the Z angle of the mesh when the building is facing south. Most vanilla buildings face south at Z-angle = 0, but a few don't.
And there is one (zposZ) that gives you the distance from the mesh origin to the ground. Meaning: if you place that mesh zposZ units above a flat ground, the main door will be at street level.
Secondly, do you have that dimension data for the IC meshes as well (it was not in any of your zvGetObject functions)?
I don't have them.
The IC buildings are not a single mesh. They are a sort of a tileset and you need more than one to have a complete building and this was not fit for my purposes, so I decided to drop them.
If not, can you give me some tips on how you got your data so I can figure those out myself, bearing in mind I have no experience working with nifs, although I have installed nifskope to see if I could find that data in the nodes somewhere, which I couldn't.
I also don't know a thing about nifs.
What I did was creating an auxiliary mod just to do that: measure the meshes.
It generates the scripts used in the published mod (the zvGetObject functions)
To measure the meshes I tried many approaches, from projectiles to several ways of using GetLOS, but what I finally used was raining cats and dogs over the meshes (only very small dogs, actually. lol).
I positioned a few hundred dogs in a pattern, way above the building and let them fall. Each dog was scripted to record its z position at the moment it stopped falling. The highest z-position determining the height of the building. Repeat the process with all the six faces and there you are.
This process was another reason I dropped the IC buildings: many of the IC meshes don't have all the 6 faces for the dogs to land on, and the process does not work.
The only suggestion I can give you is the hard work of measuring some selected IC meshes by hand, in the CS, using http://www.tesnexus.com/downloads/file.php?id=27291