Just expand the vector from origin 1 and then perform a traceline to get the actual origin present in the sky for eg:
Code:
// lets take an example value for origin 1
new Float:origin1[3] = { 1.0, 2.0, 4.0 }
// Now we will make a vector which will be pointing towards the sky
new Float:vToSky[3] = { 0.0, 0.0, 1.0 } // This is basically a normalized vector which is pointing towards the sky (i.e towards the z-axis)
// Now we will extend the vector
vToSky[2] *= 99999.0 // Should be enough ??
// Now we will add the vector to origin1 so that we can get an origin presnt in the sky (which will be 99999 units above origin1)
new Float:origin2[3]
origin2[0] = origin1[0] + vToSky[0]
origin2[1] = origin1[1] + vToSky[1]
origin2[2] = origin1[2] + vToSky[2]
// so origin2 will be { 1.0, 2.0, 100003.0 }
// For more safety you can perform a traceline between origin1 and origin2 to get the exact point where the map ends (i.e the point where the sky is present)
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