camSetDive

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Description

Description:
Sets camera dive angle. Does not commit changes.
This command is non-functional!
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
Kronzky - c
Posted on Apr 15, 2010 - 18:29 (UTC)
Command is non-functional.
Instead use setVectorUp or this user function in Armed Assault.

// 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];

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