HUD: Difference between revisions
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====Scalar:==== | ====Scalar:==== | ||
*altitudeAGL: Above ground level altitude (m) | *altitudeAGL: Above ground level altitude (m) Multiply source by 3.28084 to get (ft) | ||
*altitudeASL: Above sea level altitude (m) | *altitudeASL: Above sea level altitude (m) Multiply source by 3.28084 to get (ft) | ||
*speed: Speed (m/s) | *speed: Speed (m/s) Multiply source by 2.2369356 to get MPH. Multiply by 0.0288 to get (Mach*10) (Hud wont display decimals) Multiply by 1.94384 to get Knots. | ||
*vspeed: Vertical speed (m/s) | *vspeed: Vertical speed (m/s) | ||
*targetDist: Distance to current target | *targetDist: Distance to current target | ||
*rpm: Current engine rpm (0..1) | *rpm: Current engine rpm (0..1) |
Revision as of 03:22, 30 November 2012
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 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; 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-deg 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}; }; };
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 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 a mgun
- missile: Current weapon is a missile
Landvehicles:
- Blah