camSetDir: Difference between revisions

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<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
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<dd class="note">
For reliab;e operation of the command, the vector of direction passed to the command must be a valid vector. Also values [0,0,1] and [0,0,-1] cause camera to reset after animation committed. To workaround this you can use [0,0.001,0.999] or [0,0.001,-0.999] instead. Reset also doesn't happen if x or y <nowiki>!=</nowiki> 0, for example [1,0,1] or [0,1,-1].
For reliable operation of the command, the vector of direction passed to the command must be a valid vector. Also values [0,0,1] and [0,0,-1] cause camera to reset after animation committed. To workaround this you can use [0,0.001,0.999] or [0,0.001,-0.999] instead. Reset also doesn't happen if x or y <nowiki>!=</nowiki> 0, for example [1,0,1] or [0,1,-1].
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Revision as of 20:47, 9 May 2016

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Description

Description:
Set the direction of the given camera in the direction of the given vector. Needs the call of camCommit to be conducted.
Groups:
Uncategorised

Syntax

Syntax:
camera camSetDir direction
Parameters:
camera: Object - object of type "camera"
direction: Array in format [x,y,z] - direction of camera. Must be a valid vector.
Return Value:
Nothing

Examples

Example 1:
pos1 = player modelToWorld [0,5,5]; cam = "camera" camCreate pos1; cam cameraEffect ["EXTERNAL", "BACK"]; pos2 = player modelToWorld [0,50,50]; cam camSetPos pos2; cam camSetDir (pos2 vectorFromTo pos1); cam camCommit 5; 0 = [] spawn { waitUntil {camCommitted cam}; cam camSetPos pos1; cam camCommit 5; };

Additional Information

See also:
directionsetDircamSetTarget

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

Notes

Bottom Section

Posted on May 9, 2016 - 19:47 (UTC)
Killzone Kid
For reliable operation of the command, the vector of direction passed to the command must be a valid vector. Also values [0,0,1] and [0,0,-1] cause camera to reset after animation committed. To workaround this you can use [0,0.001,0.999] or [0,0.001,-0.999] instead. Reset also doesn't happen if x or y != 0, for example [1,0,1] or [0,1,-1].