eyeDirection: Difference between revisions

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_beg = ASLToAGL eyePos Bob;
_beg = ASLToAGL eyePos Bob;
_endE = (_beg vectorAdd (eyeDirection Bob vectorMultiply 100));
_endE = (_beg vectorAdd (eyeDirection Bob vectorMultiply 100));
drawLine3D [ _beg, _endE, [0,1,0,1]];
drawLine3D [_beg, _endE, [0,1,0,1]];
_endW = (_beg vectorAdd (Bob weaponDirection currentWeapon Bob vectorMultiply 100));
_endW = (_beg vectorAdd (Bob weaponDirection currentWeapon Bob vectorMultiply 100));
drawLine3D [_beg, _endW, [1,0,0,1]];
drawLine3D [_beg, _endW, [1,0,0,1]];

Revision as of 17:48, 8 November 2023

Hover & click on the images for description

Description

Description:
Returns the direction object is watching (eyes, or a vehicle primary observer).
Groups:
Object Manipulation

Syntax

Syntax:
eyeDirection unit
Parameters:
unit: Object
Return Value:
Array - 3D Vector

Examples

Example 1:
Can = "Land_Can_V3_F" createVehicle position player; onEachFrame { Can setPosASL [ (eyePos player select 0) + (eyeDirection player select 0), (eyePos player select 1) + (eyeDirection player select 1), (eyePos player select 2) + (eyeDirection player select 2) ] };
Example 2:
Draw AI eye direction (green) and weapon direction (red) in 3D:
Bob = createGroup east createUnit ["O_Soldier_F", [0,0,0], [], 0, "NONE"]; Bob setVehiclePosition [player modelToWorld [0,100,0], [], 0, "NONE"]; onEachFrame { _beg = ASLToAGL eyePos Bob; _endE = (_beg vectorAdd (eyeDirection Bob vectorMultiply 100)); drawLine3D [_beg, _endE, [0,1,0,1]]; _endW = (_beg vectorAdd (Bob weaponDirection currentWeapon Bob vectorMultiply 100)); drawLine3D [_beg, _endW, [1,0,0,1]]; };

Additional Information

See also:
positionCameraToWorld weaponDirection getCameraViewDirection vectorDir vectorDirVisual

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
Posted on 2014-05-26 - 19:10 (UTC)
Killzone Kid
This command should have really been named headDirection instead of eyeDirection as one could mistakenly think that eyes direction of your avatar correspond to the direction of the centre of your screen. Play with the script in example 1 to find out limitations. If you need centre of screen direction, use positionCameraToWorld instead.