<- [[crpl:crplreference| CRPL reference]] <- [[crpl:crplreference#image_commands|Image Commands]] ===== SetImagePositionZ ===== ^Arguments^Result^Notation^ |A unit UID, image slot, Z coordinate| |''i1 s1 f1 -- ''| === Description === Sets the Z coordinate (in floating point pixel space) of the image. 0,0,0 is the exact center of the unit. The Z coordinate of an image is the unit's graphical layer. Higher Z values are towards the back of the map (i.e. behind other images) whereas lower Z values are closer to the camera. Below is a table of some of the Z values used by the game that should help you place your CRPLCore correctly. ^Z value^Result^ |≥ 4501|Below void (completely invisible).| |≤ 4500|Above void, below everything else.| |≤ 2|Above terrain layer.| |≤ 1.09|Above Ore Mine brown ground texture patch. Crystals still visible.| |≤ 1|Above Creeper/Digitalis/Collector soylent/Green wall layer.| |≤ 0.99|Above Ore blue crystal layer (Ore fully obstructed).| |≤ 0|Above unit base layer. This will be the base texture of most units, like a Bomber Pad, or the platform part of a Blaster. Cannons and other bits that "stick out above" are higher.| |≤ -0.0001|Above map border. This will obstruct the highlighted border of the map.| |≤ -0.005|Above some small unit details (for example Blaster cannon rear piece, small Command Node piece)| |≤ -0.009|Above Bertha gun shadow.| |≤ -0.01|Above unit head layer. These are the "upper" textures of most units, like cannons, or other pieces that stick out. Also renders above shadows of flying units and target reticles of Strafers/Bombers. Does not include: parked ships (Strafer, Guppy, etc.), third and fourth piece of the Bertha gun, and Runner Nest.| |≤ -0.011|Above Bertha gun third piece.| |≤ -0.02|Above parked air units and the Bertha gun fourth (last) piece.| |≤ -0.03|Above Command Node health and AC bars.| |≤ -0.1|Above the Runner Nest and the first layer of the Shield field circle. |≤ -0.11|Above the second layer of the Shield field circle (Shield now fully invisible)| |≤ -1.1|Above parked unit ammo bars| |≤ -6.3|Above Mortar explosion (Tracer still visible)| |≤ -20|Above flying Thor base| |≤ -20.02|Above flying Thor details| |≤ -21.05|Above flying Thor ammo bar| |≤ -60|Above flying Strafer max height| |≤ -61.05|Above flying Strafer ammo bar| |≤ -500|Above the camera, thus completely invisible. Numbers like the Command Node number or the Aether count cannot be obstructed. UI cannot be obstructed.| === Examples === # Set the location of "FlyingThing" to Z=-0.01 # (In front of the images with higher z values). Self "FlyingThing" -0.01 SetImagePositionZ