camSetDive: Difference between revisions
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{{RV|type=command | |||
|game1= ofp | |||
|version1= 1.00 | |||
| | |game2= ofpe | ||
|version2= 1.00 | |||
|1.00 | |game3= arma1 | ||
|version3= 1.00 | |||
| | |game4= arma2 | ||
|version4= 1.00 | |||
|game5= arma2oa | |||
|version5= 1.50 | |||
| | |game6= tkoh | ||
|version6= 1.00 | |||
| | |game7= arma3 | ||
|version7= 0.50 | |||
| | |gr1= Broken Commands | ||
|gr2= Camera Control | |||
| | |descr= Sets camera dive angle. Does not commit changes. | ||
{{Feature|warning|This command is '''non-functional'''!}} | |||
| | |||
|s1= camera [[camSetDive]] dive | |||
|p1= camera: [[Object]] | |||
|p2= dive: [[Number]] | |||
|r1= [[Nothing]] | |||
|x1= <sqf>_camera camSetDive -0.1;</sqf> | |||
|seealso= [[camSetBank]] [[setVectorUp]] | |||
}} | }} | ||
< | {{Note | ||
|user= Kronzky | |||
|timestamp= 20100415182900 | |||
|text= Command is non-functional.<br> | |||
Instead use [[setVectorUp]] or {{Link|http://forums.bistudio.com/showthread.php?t{{=}}67384|this user function}} in {{arma1}}. | |||
<spoiler text="Function backup"> | |||
<sqf> | |||
// Get Pitch and Bank | |||
// By General Barron (aw_barron@hotmail.com) and vektorboson | |||
// Parameters: object | |||
// Returns: [pitch, bank] | |||
// Returns the pitch and bank of an object, in degrees. | |||
// Yaw can be found using the getdir command. | |||
// Pitch is 0 when the object is level; 90 when pointing straight | |||
// up; and -90 when pointing straight down. | |||
// Bank is 0 when level; 90 when the object is rolled to the right, | |||
// -90 when rolled to the left, and 180 when rolled upside down. | |||
// extract parameters | |||
private ["_obj", "_pitch", "_bank", "_yaw", "_vdir", "_vup", "_sign", "_rotate"]; | |||
_obj = _this; | |||
// find the yaw (direction) of the object | |||
// note that map compass directions go CW, while coordinate (vector) directions go CCW | |||
// so when we rotate vectors by this much (below), we are actually adjusting the vector as though the object were pointing north | |||
_yaw = getDir _obj; | |||
//---------------------------- | |||
// function to rotate a 2d vector around the origin | |||
//---------------------------- | |||
_rotate = | |||
{ | |||
private ["_v", "_d", "_x", "_y"]; | |||
// extract parameters | |||
_v = +(_this select 0); // we don't want to modify the originally passed vector | |||
_d = _this select 1; | |||
// extract old x/y values | |||
_x = _v select 0; | |||
_y = _v select 1; | |||
// if vector is 3d, we don't want to mess up the last element | |||
_v set [0, (cos _d)*_x - (sin _d)*_y]; | |||
_v set [1, (sin _d)*_x + (cos _d)*_y]; | |||
// return new vector | |||
_v; | |||
}; | |||
//---------------------------- | |||
// find pitch | |||
//---------------------------- | |||
// get vector dir (pitch) | |||
_vdir = vectorDir _obj; | |||
// rotate X & Y around the origin according to the object's yaw (direction) | |||
// we will then be left with the objects vectordir if it were facing north | |||
_vdir = [_vdir, _yaw] call _rotate; | |||
// if we reverse the process we used to set pitch when facing north, we can now get pitch | |||
if ((_vdir select 1) != 0) then | |||
{ | |||
_pitch = atan ((_vdir select 2) / (_vdir select 1)); | |||
} | |||
else | |||
{ | |||
// we need a fail-safe here to prevent divide-by-zero errors | |||
// if X is zero, that means pitch is +/-90, we just need to figure out which one | |||
if ((_vdir select 2) >= 0) then { _pitch = 90 } else { _pitch = -90 }; | |||
}; | |||
//---------------------------- | |||
// find bank | |||
//---------------------------- | |||
// get vector up (bank) | |||
_vup = vectorUp _obj; | |||
// rotate X & Y around the origin according to the object's yaw (direction) | |||
// we will then be left with the objects vectorup if it were facing north | |||
_vup = [_vup, _yaw] call _rotate; | |||
// rotate Y & Z around according to the object's pitch | |||
_vup = [_vup select 0] + ([[_vup select 1, _vup select 2], 360 - _pitch] call _rotate); | |||
// if we reverse the process we used to set bank when facing north, we can now get bank | |||
if ((_vup select 2) != 0) then | |||
{ | |||
_bank = atan ((_vup select 0) / (_vup select 2)); | |||
} | |||
else | |||
{ | |||
// we need a fail-safe here to prevent divide-by-zero errors | |||
// if Z is zero, that means bank is +/-90, we just need to figure out which one | |||
if ((_vdir select 2) >= 0) then { _bank = 90 } else { _bank = -90 }; | |||
}; | |||
// if we are rolled over (abs bank > 90), we need to adjust our result | |||
< | if ((_vup select 2) < 0) then | ||
{ | |||
_sign = [1, -1] select (_bank < 0); | |||
_bank = _bank - _sign*180; | |||
}; | |||
< | //---------------------------- | ||
// return value | |||
//---------------------------- | |||
[_pitch, _bank]; | |||
</sqf> | |||
</spoiler> | |||
}} |
Latest revision as of 00:26, 2 February 2024
Description
- Description:
- Sets camera dive angle. Does not commit changes.
- Groups:
- Broken CommandsCamera Control
Syntax
- Syntax:
- camera camSetDive dive
- Parameters:
- camera: Object
- dive: Number
- Return Value:
- Nothing
Examples
- Example 1:
- _camera camSetDive -0.1;
Additional Information
- See also:
- camSetBank setVectorUp
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Apr 15, 2010 - 18:29 (UTC)
-
Command is non-functional.
Instead use setVectorUp or this user function in Armed Assault.↑ Back to spoiler's top// Get Pitch and Bank // By General Barron (aw_barron@hotmail.com) and vektorboson // Parameters: object // Returns: [pitch, bank] // Returns the pitch and bank of an object, in degrees. // Yaw can be found using the getdir command. // Pitch is 0 when the object is level; 90 when pointing straight // up; and -90 when pointing straight down. // Bank is 0 when level; 90 when the object is rolled to the right, // -90 when rolled to the left, and 180 when rolled upside down. // extract parameters private ["_obj", "_pitch", "_bank", "_yaw", "_vdir", "_vup", "_sign", "_rotate"]; _obj = _this; // find the yaw (direction) of the object // note that map compass directions go CW, while coordinate (vector) directions go CCW // so when we rotate vectors by this much (below), we are actually adjusting the vector as though the object were pointing north _yaw = getDir _obj; //---------------------------- // function to rotate a 2d vector around the origin //---------------------------- _rotate = { private ["_v", "_d", "_x", "_y"]; // extract parameters _v = +(_this select 0); // we don't want to modify the originally passed vector _d = _this select 1; // extract old x/y values _x = _v select 0; _y = _v select 1; // if vector is 3d, we don't want to mess up the last element _v set [0, (cos _d)*_x - (sin _d)*_y]; _v set [1, (sin _d)*_x + (cos _d)*_y]; // return new vector _v; }; //---------------------------- // find pitch //---------------------------- // get vector dir (pitch) _vdir = vectorDir _obj; // rotate X & Y around the origin according to the object's yaw (direction) // we will then be left with the objects vectordir if it were facing north _vdir = [_vdir, _yaw] call _rotate; // if we reverse the process we used to set pitch when facing north, we can now get pitch if ((_vdir select 1) != 0) then { _pitch = atan ((_vdir select 2) / (_vdir select 1)); } else { // we need a fail-safe here to prevent divide-by-zero errors // if X is zero, that means pitch is +/-90, we just need to figure out which one if ((_vdir select 2) >= 0) then { _pitch = 90 } else { _pitch = -90 }; }; //---------------------------- // find bank //---------------------------- // get vector up (bank) _vup = vectorUp _obj; // rotate X & Y around the origin according to the object's yaw (direction) // we will then be left with the objects vectorup if it were facing north _vup = [_vup, _yaw] call _rotate; // rotate Y & Z around according to the object's pitch _vup = [_vup select 0] + ([[_vup select 1, _vup select 2], 360 - _pitch] call _rotate); // if we reverse the process we used to set bank when facing north, we can now get bank if ((_vup select 2) != 0) then { _bank = atan ((_vup select 0) / (_vup select 2)); } else { // we need a fail-safe here to prevent divide-by-zero errors // if Z is zero, that means bank is +/-90, we just need to figure out which one if ((_vdir select 2) >= 0) then { _bank = 90 } else { _bank = -90 }; }; // if we are rolled over (abs bank > 90), we need to adjust our result if ((_vup select 2) < 0) then { _sign = [1, -1] select (_bank < 0); _bank = _bank - _sign*180; }; //---------------------------- // return value //---------------------------- [_pitch, _bank];
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Broken Commands
- Command Group: Camera Control