1. Go to where the object is:
`player setPos [1598.99,7553.65,0.00143909]`
2. Use this test code (It also shows the surface normal to see where the intersection is happening):
```
onEachFrame {
_P1 = player modelToWorldWorld (player selectionPosition "rightHandMiddle1"); //from hand (next to weapon trigger)
_p2 = (_P1 vectorAdd ((player weaponDirection "") apply {_x*1000})); //up to 1000 meters
_int = lineIntersectsSurfaces [_P1,_p2,player, objNull, true, 1, "GEOM", "FIRE"];
if (count _int > 0) then {
drawLine3D[ASLToAGL _P1, ASLToAGL(_int#0#0), [1,0,0,1]];
drawLine3D[ASLToAGL(_int#0#0), ASLToAGL(_int#0#0 vectorAdd _int#0#1), [1,0,0,1]];
drawIcon3D["\a3\ui_f\data\IGUI\Cfg\CrewAimIndicator\gunnerAuto_ca.paa", [1,0,0,0.65], ASLToAGL (_int#0#0), 0.5, 0.5, 0, ""];
if (getModelInfo (_int#0#3) select 2) then {
([_int#0#3, "GEOM"] intersect [ASLToAGL _p1, ASLToAGL _p2]) apply {drawIcon3D["\a3\ui_f\data\IGUI\Cfg\CrewAimIndicator\gunnerAuto_ca.paa", [1,0,0,0.65], ASLToAGL (_int#0#0), 0.5, 0.5, 0, (_x#0)];1};
};
} else {
drawLine3D[ASLToAGL _P1, ASLToAGL _p2, [1,0,0,1]];
};
};
```