HUD: Difference between revisions
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[[Category: Editing]] | [[Category:Editing]] | ||
[[Category: ArmA]] | [[Category:Editing ArmA]] | ||
===Introduction:=== | ===Introduction:=== |
Revision as of 02:30, 23 April 2006
Introduction:
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 {...}; class MFD2 {...}; ... };
Optional.
with class MFD1 of the following structure:
class MFD1 { topLeft = "HUD LH"; //Those 3 points define the displayarea. These points need topRight = "HUD PH"; //to be present in model of vehicle. bottomLeft = "HUD LD"; borderLeft = 0.05; //Offsets used to finetune the actual displayarea. The values borderRight = 0.05; //can vary from 0 - 1. borderTop = 0.02; borderBottom = 0.1; 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 (used 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 the 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, incase 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 TL = Top Left BR = Bottom Right clipBR[] = {1.0,0.90}; 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[],right[],down[] define the box (size) of the first letter. pos[]={SpdMove2,{-0.05,-0.03},1}; right[]={SpdMove2,{0.01,-0.03},1}; down[]={SpdMove2,{-0.05,0.03},1}; }; };
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) *altitudeASL: above sea level altitude (m) *speed: speed (m/s) vspeed: vertical speed (m/s) *targetDist: distance to current target *rpm: current engine rpm (0..1) *fuel: fuel tank state (0..1)
Available Bone Types:
- fixed: non moving bone
- linear: linear moving bone
- rotational: rotating bone
- vector: vector bone
- ils: instrumented landing system
- horizon: artifical horizont
Available Draw Types:
- group: if no type is defined, type is assumed to be group
- line: drawing a line
- text: drawing text
Available Conditions:
Aircrafts: *on: engine on *ils: gear down *mgun: current weapon is a mgun *missile: current weapon is a missile Landvehicles: