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{{GameCategory|arma1| Addon Configuration}} | {{GameCategory|arma1|Addon Configuration}} |
Revision as of 13:11, 22 June 2021
The idea: 2D elements animated by bones, used for displays inside vehicles.
Main Structure
Add class MFD to class CfgVehicles/YourVehicle.
Subclasses of MFD you can name as you want.
class MFD
{
class MFD1 { /* ... */ }; // optional subclasses
class MFD2 { /* ... */ };
// ...
};
with class MFD1 of the following structure:
class MFD1
{
topLeft = "HUD LH"; // Those 3 points define the displayarea. These
topRight = "HUD PH"; // points need to be present in model of vehicle.
bottomLeft = "HUD LD";
borderLeft = 0.05; // Offsets used to finetune the actual displayarea.
borderRight = 0.05; // The values can vary from 0 - 1.
borderTop = 0.02;
borderBottom = 0.1;
enableParallax = 1; // Parallax simulation. Enables holographic projection effect,
// but only takes eye position from freelook/G-forces into effect (not XYZ offsets (ex. ctrl+NUM4)).
color[] = { 0, 1, 0, 0.1 }; // Obsolete, done over color values in class Draw,
// but at the moment still required.
class Bones // List of all bones
{
// ...
};
class Draw // List of all drawingmethods
{
// ...
};
};
Class Bones
All bones that are used for positioning and animating of drawings.
Defined positions are relative to position the bone is binded to (by default {0,0} of display area).
Codesamples for each possible bone, with all needed values:
class Bones
{
class Fixed
{
type = fixed;
pos[] = {0.05,0.9};
};
class Linear
{
type = linear;
source = fuel;
min = 0; // Min value this bone can display
max = 1; // Max value this bone can display
minPos[] = {0.5,0.2};
maxPos[] = {0.5,0.5};
};
class Rotational
{
type = rotational;
source = targetDist;
center[] = {0,0};
min = 100;
max = 3000;
minAngle = -120;
maxAngle = +120;
};
class Vector
{
type = vector;
source = velocity;
pos0[] = {0.5,Pos0Center}; // Position of 0-degree dive line
pos10[] = {0.5+0.9,Pos0Center+0.7}; // Position of 10-degree bank and 10-degree dive (to adjust scale)
class ILS
{
type = ils;
pos0[] = {0.5,0.4}; // Position when centered
pos3[] = {0.7,0.6}; // Position when 3-degree off in both directions
};
class Horizont
{
type = horizon;
pos0[] = {0.5,0.27}; // Position of 0-degree dive line
pos10[] = {0.5+0.9,3.4}; // Position of 10-degree bank and 10-degree dive (used to adjust scale)
angle = 0; // Horizon angle to which this line corresponds to
};
Class Draw
The class Draw is a "group", which consist of other groups or classes.
Every group can have its own alpha, color[], clipTL[], clipBR[] and condition values, which will be valid for all classes/groups inside.
Format for a point (for points[], pos[], right[] and down[] entries):
{[bone1,] position1, blending weight1[, [bone2,] position2, blending weight2]...}
entries with [] are optional.
Points directly defined after each other are linked by a line, in case you don't want to link place an empty point {} between those points.
class Draw
{
alpha = 0.8;
color[] = {0.2,1,0.1};
clipTL[] = {0.0,0.05}; // Defines the space in which the bone is drawn
clipBR[] = {1.0,0.90}; // TL = Top Left, BR = Bottom Right
condition = "on";
class Line
{
type = line;
points[] = { { Bone1, 1 }, { Bone2, 1 } };
};
class Text
{
type = text;
align = left;
scale = 1; // Text size, obsolete (but still required)
source = speed;
sourceScale = 3.6; // Convert from m/s to km/h
pos[] = {SpdMove2,{-0.05,-0.03},1}; // pos[],right[],down[] define the
right[] = {SpdMove2,{0.01,-0.03},1}; // box (size) of the first letter.
down[] = {SpdMove2,{-0.05,0.03},1};
};
};
In order for a hud element to disappear and reappear according to its condition, it must be defined as a subclass.
class Draw
{
class arrow
{
Condition = "ils";
type = "line";
class Circle
{
points[] =
{
{ { 0.489, 0.822 }, 1 },
{ { 0.500, 0.813 }, 1 },
{ { 0.511, 0.822 }, 1 },
{ { 0.489, 0.822 }, 1 },
{}
};
};
};
};
This graphic will only show when the landing gear is down
class Draw
{
class arrow
{
Condition = "ils";
type = "line";
points[] =
{
{ { 0.489, 0.822 }, 1 },
{ { 0.500, 0.813 }, 1 },
{ { 0.511, 0.822 }, 1 },
{ { 0.489, 0.822 }, 1 },
{}
};
};
};
This graphic will always be displayed despite the ils condition.
Short Reference
Available Sources
Vectors
- velocity: Velocity vector
- weapon: Current weapon aim vector
- target: Vector to current target
Scalar
- altitudeAGL: Above ground level altitude (m) Multiply source by 3.28084 to get (ft)
- altitudeASL: Above sea level altitude (m) Multiply source by 3.28084 to get (ft)
- speed: Speed (m/s) Multiply source by 2.2369356 to get MPH. Multiply by 3.6 to get KPH Multiply by 0.0288 to get (Mach*10) (Hud wont display decimals) Multiply by 1.94384 to get Knots.
- vspeed: Vertical speed (m/s)
- targetDist: Distance to current target
- rpm: Current engine rpm (0..1)
- fuel: Fuel tank state (0..1)
- HorizonDive: Dive angle, multiply source by 57.2958 to get degrees
- HorizonBank:
- Static: No source, always shows
Available Bone Types
- fixed: Non moving bone
- linear: Linear moving bone
- rotational: Rotating bone
- vector: Vector bone
- ils: Instrument landing system
- horizon: Artifical horizon
Available Draw Types
- group: If no type is defined, type is assumed to be group
- line: Drawing a line
- text: Drawing text
Available Conditions
Aircraft
- on: Engine on
- ils: Gear down
- mgun: Current weapon is gun class
- AAMissile: Current weapon is an air locking missile
- ATMissile: Current weapon is a non-air locking missile
- Bomb: Current weapon is a bomb
- Rockets: Current weapon is an unguided missile or rocket
- stall: Aircraft is currently stalling
- lights: Lights are on?
- collisionlights: Collision lights are on?
- flaps: flaps are down?