getCameraViewDirection – Talk
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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)