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{{TOC|side}} | {{TOC|side}} | ||
The idea: 2D elements animated by bones, used for displays inside vehicles. | The idea: 2D elements animated by bones, used for displays inside vehicles. | ||
== Main Structure == | |||
Add class MFD to class CfgVehicles/YourVehicle. | Add class MFD to class CfgVehicles/YourVehicle. | ||
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class MFD1 | class MFD1 | ||
{ | { | ||
topLeft = "HUD LH"; // Those 3 points define the displayarea. | topLeft = "HUD LH"; // Those 3 points define the displayarea and need to be present in model of vehicle. | ||
topRight = "HUD PH"; | topRight = "HUD PH"; | ||
bottomLeft = "HUD LD"; | bottomLeft = "HUD LD"; | ||
borderLeft = 0.05; // Offsets used to finetune the actual displayarea. | borderLeft = 0.05; // Offsets used to finetune the actual displayarea. | ||
borderRight = 0.05; // The values can | borderRight = 0.05; // The values can be in range from 0 - 1. | ||
borderTop = 0.02; | borderTop = 0.02; | ||
borderBottom = 0.1; | borderBottom = 0.1; | ||
enableParallax = 1; // Parallax simulation. Enables holographic projection effect, | enableParallax = 1; // Parallax simulation. Enables holographic projection effect, | ||
// but only takes eye position from freelook/G-forces into effect (not XYZ offsets (ex. | // 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, | 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 Bones // List of all bones | ||
{ | { | ||
// ... | // ... | ||
}; | }; | ||
class Draw // List of all drawingmethods | |||
class Draw // List of all drawingmethods | |||
{ | { | ||
// ... | // ... | ||
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== Class Bones == | |||
All bones that are used for positioning and animating of drawings. | All bones that are used for positioning and animating of drawings. | ||
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{ | { | ||
type = fixed; | type = fixed; | ||
pos[] = {0.05,0.9}; | pos[] = { 0.05, 0.9 }; | ||
}; | }; | ||
class Linear | class Linear | ||
{ | { | ||
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min = 0; // Min value this bone can display | min = 0; // Min value this bone can display | ||
max = 1; // Max value this bone can display | max = 1; // Max value this bone can display | ||
minPos[] = {0.5,0.2}; | minPos[] = { 0.5, 0.2 }; | ||
maxPos[] = {0.5,0.5}; | maxPos[] = { 0.5, 0.5 }; | ||
}; | }; | ||
class Rotational | class Rotational | ||
{ | { | ||
type = rotational; | type = rotational; | ||
source = targetDist; | source = targetDist; | ||
center[] = {0,0}; | center[] = { 0, 0 }; | ||
min = 100; | min = 100; | ||
max = 3000; | max = 3000; | ||
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maxAngle = +120; | maxAngle = +120; | ||
}; | }; | ||
class Vector | class Vector | ||
{ | { | ||
type = vector; | type = vector; | ||
source = velocity; | source = velocity; | ||
pos0[] = {0.5,Pos0Center}; | 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) | pos10[] = { 0.5 + 0.9, Pos0Center + 0.7 }; // Position of 10-degree bank and 10-degree dive (to adjust scale) | ||
}; | |||
class ILS | class ILS | ||
{ | { | ||
type = ils; | type = ils; | ||
pos0[] = {0.5,0.4}; // Position when centered | pos0[] = { 0.5, 0.4 }; // Position when centered | ||
pos3[] = {0.7,0.6}; // Position when 3-degree off in both directions | pos3[] = { 0.7, 0.6 }; // Position when 3-degree off in both directions | ||
}; | }; | ||
class Horizont | class Horizont | ||
{ | { | ||
type = horizon; | type = horizon; | ||
pos0[] = {0.5,0.27}; | 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) | pos10[] = { 0.5 + 0.9, 3.4 }; // Position of 10-degree bank and 10-degree dive (used to adjust scale) | ||
angle = 0; | angle = 0; // Horizon angle to which this line corresponds to | ||
}; | |||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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Format for a point ''(for points[], pos[], right[] and down[] entries)'': | Format for a point ''(for points[], pos[], right[] and down[] entries)'': | ||
{[bone1,] position1, blending weight1[, [bone2,] position2, blending weight2]...} | { [bone1,] position1, blending weight1[, [bone2,] position2, blending weight2]... } | ||
entries with [] are optional. | 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. | 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. | ||
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{ | { | ||
alpha = 0.8; | alpha = 0.8; | ||
color[] = {0.2,1,0.1}; | color[] = { 0.2, 1, 0.1 }; | ||
clipTL[] = {0.0,0.05}; // Defines the space in which the bone is drawn | 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 | clipBR[] = { 1.0, 0.90 }; // TL = Top Left, BR = Bottom Right | ||
condition = "on"; | condition = "on"; | ||
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points[] = { { Bone1, 1 }, { Bone2, 1 } }; | points[] = { { Bone1, 1 }, { Bone2, 1 } }; | ||
}; | }; | ||
class Text | class Text | ||
{ | { | ||
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source = speed; | source = speed; | ||
sourceScale = 3.6; // Convert from m/s to km/h | sourceScale = 3.6; // Convert from m/s to km/h | ||
pos[] = {SpdMove2,{-0.05,-0.03},1}; // pos[],right[],down[] define the | pos[] = { SpdMove2, { -0.05, -0.03 }, 1 }; // pos[], right[], down[] define the box (size) of the first letter. | ||
right[] = {SpdMove2,{0.01,-0.03},1}; | right[] = { SpdMove2, { 0.01, -0.03 }, 1 }; | ||
down[] = {SpdMove2,{-0.05,0.03},1}; | down[] = { SpdMove2, { -0.05, 0.03 }, 1 }; | ||
}; | }; | ||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
This graphic will only show when the landing gear is down | This graphic will only show when the landing gear is down: | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
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This graphic will always be displayed despite the ils condition. | This graphic will always be displayed despite the ils condition. | ||
== Short Reference == | == Short Reference == | ||
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==== Vectors ==== | ==== Vectors ==== | ||
* velocity: Velocity vector | * velocity: Velocity vector | ||
* weapon: Current weapon aim vector | * weapon: Current weapon aim vector | ||
* target: Vector to current target | * target: Vector to current target | ||
==== Scalar ==== | ==== Scalar ==== | ||
* altitudeAGL: Above ground level altitude (m) Multiply source by 3.28084 to get (ft) | * altitudeAGL: Above ground level altitude (m) | ||
* altitudeASL: Above sea level altitude (m) Multiply source by 3.28084 to get (ft) | ** Multiply source by 3.28084 to get (ft) | ||
* speed: Speed (m/s) | * altitudeASL: Above sea level altitude (m) | ||
* | ** Multiply source by 3.28084 to get (ft) | ||
* targetDist: Distance to current target | * speed: Speed (m/s) | ||
* rpm: Current engine rpm (0..1) | ** Multiply by 3.6 to get KPH | ||
** Multiply by 0.0288 to get (Mach * 10) (Hud wont display decimals) | |||
** Multiply source by 2.2369356 to get MPH. | |||
** 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) | * fuel: Fuel tank state (0..1) | ||
* HorizonDive: Dive angle | * HorizonDive: Dive angle in radians | ||
* HorizonBank: | ** Multiply source by 57.2958 to get degrees | ||
* HorizonBank: - | |||
* Static: No source, always shows | * Static: No source, always shows | ||
=== Available Bone Types === | === Available Bone Types === | ||
* fixed: Non moving bone | * fixed: Non moving bone | ||
* linear: Linear moving bone | * linear: Linear moving bone | ||
* rotational: Rotating bone | * rotational: Rotating bone | ||
* vector: Vector bone | * vector: Vector bone | ||
* ils: Instrument landing system | * ils: Instrument landing system | ||
* horizon: | * horizon: Artificial horizon | ||
=== Available Draw Types === | === Available Draw Types === | ||
*group: If no type is defined, type is assumed to be group | * group: If no type is defined, type is assumed to be group | ||
*line: Drawing a line | * line: Drawing a line | ||
*text: Drawing text | * text: Drawing text | ||
=== Available Conditions === | |||
==== Aircraft ==== | ==== Aircraft ==== | ||
* on: Engine on | * on: Engine on | ||
* ils: Gear down | * ils: Gear down | ||
* mgun: Current weapon is gun class | * mgun: Current weapon is gun class | ||
* AAMissile: Current weapon is an air locking missile | * AAMissile: Current weapon is an air locking missile | ||
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* stall: Aircraft is currently stalling | * stall: Aircraft is currently stalling | ||
* lights: Lights are on? | * lights: Lights are on? | ||
* | * collisionLights: Collision lights are on? | ||
* flaps: | * flaps: Flaps are down? | ||
==== Landvehicles ==== | ==== Landvehicles ==== | ||
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{{GameCategory|arma1| Addon Configuration}} | {{GameCategory|arma1|Addon Configuration}} |
Latest revision as of 17:23, 4 March 2024
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 and need to be present in model of vehicle.
topRight = "HUD PH";
bottomLeft = "HUD LD";
borderLeft = 0.05; // Offsets used to finetune the actual displayarea.
borderRight = 0.05; // The values can be in range 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 box (size) of the first letter.
right[] = { SpdMove2, { 0.01, -0.03 }, 1 };
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 by 3.6 to get KPH
- Multiply by 0.0288 to get (Mach * 10) (Hud wont display decimals)
- Multiply source by 2.2369356 to get MPH.
- 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 in radians
- 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: Artificial 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?