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Thread: Where are head movement limits defined?

  1. #1

    Where are head movement limits defined?

    Does anyone know where the limits are defined that keep the player from moving the pilots point of view (head) outside the aircraft?

    Would this be defined in something like a config.bin, in the actual model, or maybe an animation?

  2.   This is the last Developer post in this thread.   #2

    Exclamation

    In the vehicle's config there are new parameters controlling this (where previously the head rotation angle limits were already defined).

    Look for parameters in classes like ViewPilot:
    • minMoveX //How far can the head be moved to the sides left and right
    • maxMoveX
    • minMoveY //How far can the head be moved up and down
    • maxMoveY
    • minMoveZ //How far can the head be moved forward and backward
    • maxMoveZ
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  3. #3
    Thank you, I will be looking into it.

    ---------- Post added at 10:17 PM ---------- Previous post was at 09:33 PM ----------

    I couldn't find any ViewPilot class except in the config for data_h, for example:
    TextPlural = "$STR_DN_Helicopters";
    TextSingular = "$STR_DN_Helicopter";
    nameSound = "veh_Helicopter";
    weapons[] = {};
    magazines[] = {};
    dammageHalf[] = {};
    dammageFull[] = {};
    type = 2;
    getInAction = "GetInLow";
    getOutAction = "GetOutLow";
    cargoGetInAction[] = {"GetInLow"};
    cargoGetOutAction[] = {"GetOutLow"};
    armorStructural = 4;
    secondaryExplosion = -0.1;
    transportMaxBackpacks = 1;
    supplyRadius = 1.2;
    accuracy = 0.02;
    camouflage = 100;
    audible = 30;
    class ViewPilot: ViewPilot
    {
    initFov = 1;
    minFov = 0.3;
    maxFov = 1.2;
    initAngleX = 0;
    minAngleX = -65;
    maxAngleX = 85;
    initAngleY = 0;
    minAngleY = -150;
    maxAngleY = 150;
    };
    The closest thing I could find in the light helicopters config was:
    {"ChopperLight_C_L_static_H","ChopperLight_C_R_sta tic_H"};
    threat[] = {0,0,0};
    extCameraPosition[] = {0,-1,-15};
    class ViewOptics: ViewOptics
    {
    initAngleX = 0;
    minAngleX = -30;
    maxAngleX = 30;
    initAngleY = 0;
    minAngleY = -86;
    maxAngleY = 86;
    initFov = 0.1;
    minFov = 0.03;
    maxFov = 1.2;
    };
    It should be noted that I have no idea what I'm doing.

  4. #4
    If anyone else comes across these values while digging through configs, please let me know so I can attempt to unlock the view movements in with an addon.

    ---------- Post added at 11:12 PM ---------- Previous post was at 11:06 PM ----------

    Nevermind....... found them! Not really sure how I overlooked it 3 times.

  5. #5
    First let me say that I have absolutely ZERO arma editing experience, so the solution below may be wrong but it seems to work for me, partially. The limits need to be adjusted. For some reason trackir rotation is now reversed. At least it's a start. Since I don't have any idea what I'm doing I would appreciate suggestions.

    Spoiler:

  6. #6

    Thumbs up

    Good job.

    This should work for all choppers:

    PHP Code:
    class CfgPatches
    {
        class 
    YourTag_MoreHeadMovement
        
    {
            
    units[] = {};
            
    weapons[] = {};
            
    requiredVersion 0.1;
            
    requiredAddons[] = {"HSim_Air_US_H"};
        };
    };
    class 
    ViewPilot;
    class 
    CfgVehicles
    {
        class 
    Helicopter;
        class 
    Helicopter_Base_HHelicopter
        
    {
            class 
    ViewPilotViewPilot
            
    {
                
    //How far can the head be moved to the sides left and right
                
    minMoveX = -1;//-0.1;
                
    maxMoveX 1;//0.1;
                //How far can the head be moved up and down
                
    minMoveY = -0.2;//-0.025;
                
    maxMoveY 0.2;//0.05;
                //How far can the head be moved forward and backward
                
    minMoveZ 0;//-0.1;
                
    maxMoveZ 0.5;//0.1;
            
    };
        };
    }; 
    Comment value after active value is the default set by ToH.
    The active values are those provided by jcgam. Feel free to adjust as needed.

  7. #7
    Well at least now we're getting somewhere.


  8. #8
    So, how could I get this?

  9. #9
    Quote Originally Posted by hon0 View Post
    So, how could I get this?
    Copy the code above to a file named config.cpp. Put this file in a directory, then make a pbo file from this directory using one of a variety of tools: http://community.bistudio.com/wiki/A...ommunity_Tools

    I used "eliteness". I copied the pbo to my AddOns directory in the main take on helicopters directory so it would be loaded automatically. I've also read that you can load it from the command line when starting ToH using "-mod=" but I haven't tried that yet.

    For the code example I posted I had to add a custom helicopter to the editor, but I think PvPscene is saying that his code will work for all helicopters. I'm going to try that now.

    Also the parameters I used were preliminary. You will probably need to adjust them.
    Last edited by jcgam; Nov 5 2011 at 20:47.

  10. #10
    I can just give a pbo out in a bit, it's just PvPscene's config with adjusted values.

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