HUD: Difference between revisions

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{{SideTOC}}
{{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 ===
== 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. These
topLeft = "HUD LH"; // Those 3 points define the displayarea and need to be present in model of vehicle.
topRight = "HUD PH"; // points need to be present in model of vehicle.
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 vary from 0 - 1.
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. ctrl+NUM4)).
// 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.
// 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 ===
== 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}; // Position of 0-degree dive line
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}; // Position of 0-degree dive line
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; // Horizon angle to which this line corresponds to
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}; // box (size) of the first letter.
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) Multiply source by 2.2369356 to get MPH. Multiply by 3.6 to get KPH Multiply by 0.0288 to get (Mach*10) (Hud wont display decimals) Multiply by 1.94384 to get Knots.
* altitudeASL: Above sea level altitude (m)
* vspeed: Vertical speed (m/s)
** 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, multiply source by 57.2958 to get degrees
* 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: Artifical 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 ===


=== 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?
* collisionLights: Collision lights are on?
* flaps: flaps are down?
* flaps: Flaps are down?


==== Landvehicles ====
==== Landvehicles ====
{{Stub}}
{{Wiki|stub}}




[[Category:ArmA: Addon Configuration]]
{{GameCategory|arma1|Addon Configuration}}

Latest revision as of 18:23, 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?

Landvehicles