getCameraViewDirection – Talk

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(Created page with "This does not represent the player's center of screen when looking around or aiming down sights --~~~~ <code>bob = player; obj1 = createVehicle ["Land_RiceBox_F", position pla...")
 
m (Text replacement - "Killzone Kid" to "Killzone_Kid")
 
(5 intermediate revisions by 2 users not shown)
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This does not represent the player's center of screen when looking around or aiming down sights --[[User:Benargee|Benargee]] ([[User talk:Benargee|talk]]) 01:17, 22 February 2016 (CET)
This does not represent the player's center of screen when looking around or aiming down sights --[[User:Benargee|Benargee]] ([[User talk:Benargee|talk]]) 01:17, 22 February 2016 (CET)
<code>bob = player;
<sqf>
bob = player;
obj1 = createVehicle ["Land_RiceBox_F", position player, [], 0, "NONE"];
obj1 = createVehicle ["Land_RiceBox_F", position player, [], 0, "NONE"];
obj2 = createVehicle ["Land_BottlePlastic_V2_F", position player, [], 0, "NONE"];
obj2 = createVehicle ["Land_BottlePlastic_V2_F", position player, [], 0, "NONE"];
Line 13: Line 14:
_endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 2));
_endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 2));
obj3 setPosASL _endV;
obj3 setPosASL _endV;
hintSilent (str worldToScreen (asltoagl _endV));
hintSilent (str worldToScreen (ASLToAGL _endV));
};
};
</code>
</sqf>
 
Interesting. Looks like eyePos is wrong origin. try:
 
<sqf>
bob = player;
obj1 = createVehicle ["Land_RiceBox_F", position player, [], 0, "NONE"];
obj2 = createVehicle ["Land_BottlePlastic_V2_F", position player, [], 0, "NONE"];
obj3 = createVehicle ["Sign_Sphere10cm_F", position player, [], 0, "NONE"];
onEachFrame
{
_beg = AGLToASL positionCameraToWorld [0,0,0];
_endE = (_beg vectorAdd (eyeDirection bob vectorMultiply 2));
obj1 setPosASL _endE;
_endW = (_beg vectorAdd (bob weaponDirection currentWeapon bob vectorMultiply 2));
obj2 setPosASL _endW;
_endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 2));
obj3 setPosASL _endV;
hintSilent (str worldToScreen (ASLToAGL _endV));
};
</sqf>
[[User:Killzone_Kid|Killzone_Kid]] ([[User talk:Killzone_Kid|talk]]) 01:39, 22 February 2016 (CET)

Latest revision as of 13:48, 12 March 2024

This does not represent the player's center of screen when looking around or aiming down sights --Benargee (talk) 01:17, 22 February 2016 (CET)

bob = player; obj1 = createVehicle ["Land_RiceBox_F", position player, [], 0, "NONE"]; obj2 = createVehicle ["Land_BottlePlastic_V2_F", position player, [], 0, "NONE"]; obj3 = createVehicle ["Sign_Sphere10cm_F", position player, [], 0, "NONE"]; onEachFrame { _beg = eyePos bob; _endE = (_beg vectorAdd (eyeDirection bob vectorMultiply 2)); obj1 setPosASL _endE; _endW = (_beg vectorAdd (bob weaponDirection currentWeapon bob vectorMultiply 2)); obj2 setPosASL _endW; _endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 2)); obj3 setPosASL _endV; hintSilent (str worldToScreen (ASLToAGL _endV)); };

Interesting. Looks like eyePos is wrong origin. try:

bob = player; obj1 = createVehicle ["Land_RiceBox_F", position player, [], 0, "NONE"]; obj2 = createVehicle ["Land_BottlePlastic_V2_F", position player, [], 0, "NONE"]; obj3 = createVehicle ["Sign_Sphere10cm_F", position player, [], 0, "NONE"]; onEachFrame { _beg = AGLToASL positionCameraToWorld [0,0,0]; _endE = (_beg vectorAdd (eyeDirection bob vectorMultiply 2)); obj1 setPosASL _endE; _endW = (_beg vectorAdd (bob weaponDirection currentWeapon bob vectorMultiply 2)); obj2 setPosASL _endW; _endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 2)); obj3 setPosASL _endV; hintSilent (str worldToScreen (ASLToAGL _endV)); };

Killzone_Kid (talk) 01:39, 22 February 2016 (CET)