Drawing a bounding box requires an elaborate script function which looks like this
bb = { _bbx = [_this select 0 select 0, _this select 1 select 0]; _bby = [_this select 0 select 1, _this select 1 select 1]; _bbz = [_this select 0 select 2, _this select 1 select 2]; _arr = []; 0 = { _y = _x; 0 = { _z = _x; 0 = { 0 = _arr pushBack (_obj modelToWorld [_x,_y,_z]); } count _bbx; } count _bbz; reverse _bbz; } count _bby; _arr pushBack (_arr select 0); _arr pushBack (_arr select 1); _arr }; bbox = (0 boundingBox _obj) call bb; bboxr = (0 boundingBoxReal _obj) call bb; for "_i" from 0 to 7 step 2 do { drawLine3D [ bbox select _i, bbox select (_i + 2), [0,0,1,1] ]; drawLine3D [ bboxr select _i, bboxr select (_i + 2), [0,1,0,1] ]; drawLine3D [ bbox select (_i + 2), bbox select (_i + 3), [0,0,1,1] ]; drawLine3D [ bboxr select (_i + 2), bboxr select (_i + 3), [0,1,0,1] ]; drawLine3D [ bbox select (_i + 3), bbox select (_i + 1), [0,0,1,1] ]; drawLine3D [ bboxr select (_i + 3), bboxr select (_i + 1), [0,1,0,1] ]; };
A dedicated SQF command to draw bounding box would be used by many modders
something like
addMissionEventHandler [ 'Draw3D', { 0 drawBoundingBox cursorObject; // 0 being the boundingbox clipping type, similar to "boundingBoxReal" alt syntax } ];