getAimDirectionAndUp: Difference between revisions

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|r1= [[Array]] - in format [directionForward, directionUp] in soldier's model space
|r1= [[Array]] - in format [directionForward, directionUp] in soldier's model space


|x1= <sqf>getAimDirectionAndUp [player] params ["_dir", "_up"];
|x1= <sqf>onEachFrame
private _dirWS = player vectorModelToWorld _dir;
{
private _upWS = player vectorModelToWorld _up;
    getAimDirectionAndUp [player] params ["_dir", "_up"];
    private _dirWS = player vectorModelToWorld _dir;
    private _upWS = player vectorModelToWorld _up;
    private _eyePos = eyePos player;
    drawLine3D [_eyePos, _eyePos vectorAdd _dirWS, [1,0,0,1]];
}
</sqf>
</sqf>


|seealso= [[weaponDirection]] [[eyeDirection]] [[positionCameraToWorld]] [[eyePos]]
|seealso= [[weaponDirection]] [[eyeDirection]] [[positionCameraToWorld]] [[eyePos]]
}}
}}

Revision as of 12:13, 31 March 2026

Hover & click on the images for description

Description

Description:
Returns the aim direction and up vectors of a soldier in model space. It returns where the weapon aim is wanted from the eyePos, not the actual weapon direction. For actual weapon direction, see weaponDirection.
Groups:
Object ManipulationRender Time Scope

Syntax

Syntax:
getAimDirectionAndUp [soldier, isRenderScope]
Parameters:
soldier: Object - The soldier entity. The soldier must either be on foot or in a turret.
isRenderScope: Boolean - (Optional, default false) Whether to use render scope to get the vector. (render scope is smoother for visualizing the vector in 3D)
Return Value:
Array - in format [directionForward, directionUp] in soldier's model space

Examples

Example 1:
onEachFrame { getAimDirectionAndUp [player] params ["_dir", "_up"]; private _dirWS = player vectorModelToWorld _dir; private _upWS = player vectorModelToWorld _up; private _eyePos = eyePos player; drawLine3D [_eyePos, _eyePos vectorAdd _dirWS, [1,0,0,1]]; }

Additional Information

See also:
weaponDirection eyeDirection positionCameraToWorld eyePos

Notes

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