HUD: Difference between revisions
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[[Category:Editing]] | [[:Category:Editing: Armed Assault|Editing: Armed Assault]] | ||
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Revision as of 12:46, 18 May 2006
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)
- altitudeASL: Above sea level altitude (m)
- speed: Speed (m/s)
- vspeed: Vertical speed (m/s)
- targetDist: Distance to current target
- rpm: Current engine rpm (0..1)
- fuel: Fuel tank state (0..1)
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