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I would like to be able to turn the pilot view far enough
back that I can see the wings, but I can't seem to figure
out how to edit the max\min view angles for pilot view.
currently the view can only move 100 degrees left and
right, 25 degrees up and 15 degrees down. I've tried to
change the viewpilotbase class (from the commented .cpp
files) in my .cpp, but it always gives me the "undefined
base class" error when I load it up. Some help would
be appreciated.
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All you really need to change or add to under your cfgvehicles in the config.cpp
Is this:
fov=0.5;
setting it higher (.6 +) will bring you farther away (wider fov)
setting it lower will give the zoom in effect
But if you want to control how much you can move your head you need to add/change a class viewpilot that is also defined under you cfgvehicles
class ViewPilot
{
initFov=0.600000;
minFov=0.400000;
maxFov=0.850000;
initAngleX=0;
minAngleX=-75;
maxAngleX=10;
initAngleY=0;
minAngleY=-150;
maxAngleY=150;
};
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Thank you very much!
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I tried your FOV suggestion, but saw no difference at all. My config.cpp looks like this:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Tank: LandVehicle {};
class MOO_TT: Tank
{
*** *** *** *** *** *** *** ***vehicleclass="Armored";
*** *** *** *** *** *** *** ***ejectDeadCargo=1;
*** *** *** *** *** *** *** ***armor=750;
*** ***armorStructural=3.5;
<blah blah>
getInRadius = 5.5;
// *** *** *** *** *** *** *** ***forcehideGunner = true;
*** *** *** *** *** *** *** ***forceHideDriver = false;
irScanRange = 4000; // long range radar
irScanGround = true; // NO IR on ground targets
gunnerCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass+CanSeeRadar;
commanderCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass+CanSeeRadar;
// driverCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass+CanSeeRadar;
driverCanSee = CanSeeAll
// fov=0.9
// perhaps default is .5? I read that setting it .6 and higher gives wider FOV.
// RESULTS: changing this setting has had NO effect, so I commented it.[/QUOTE]<span id='postcolor'>
Of course, I tried it with the "fov=0.9" uncommented. I tried values of 0.2, 0.5, 0.6, 0.8 and 0.9. I viewed from commander, gunner, driver and backseat positions, turned in and turned out. I also looked at the external view and the tactical view. No difference.
Why? Is it in the wrong place in the config? It's within the "class MOO_TT: Tank" .... [or so I believe].
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FOV refers to how "zoomed in" the ziew is.
you'll need to add this to your cfgvehicle section:
class ViewPilot
{
initFov=0.700000;
minFov=0.300000;
maxFov=0.850000;
initAngleX=0;
minAngleX=-50;
maxAngleX=25;
initAngleY=0;
minAngleY=-115;
maxAngleY=115;
};
initFOV = standard view FOV
minFOV = how much you can zoom out
maxFOV = how much you can zoom in
minanglex = how far you can look down
maxanglex = how far you can look up
min/maxangley = max left and right
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hmm, OK. I'll paste that stuff in and give it a test. Thanks!
....
OK, I pasted in your given ViewPilot class, and I tried several tests with different values--I even made screenshots to compare, in case the values produced only very subtle results.
Nothing changes in my tank. All the occupants, including the driver, have exactly the same FOV and range of head motion, regardless of the contents of this file.
What do you think is the problem? Is it the *position* in the config.cpp file? I put this in last, just before the last closing brackets that close out the cfgVehicle class.
Or is there yet something else required, such as further lines in the config that force these viewPilot values to be applied to the various crew members in the tank?
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OK, I made some progress: position was the problem. If I put this section right after the very first open bracket of my "class MOO_TT: Tank", then the tank's driver does indeed show the changes you told us about. Great!
I infer from this example that, if I want to affect the view angles of other occupants, I will have to know which names to apply to them, and create a new ViewFoo class for each "Foo" in the vehicle.
First, I'll try ViewCommander and ViewGunner ....
YEPPER! That's IT! Thanks!
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I'm especially happy about learning this because I want to simulate next-generation tanks, as well as current tanks that have on-board video systems for viewing all sides of the vehicle.
It occurs to me that I can build my current test tank, a fictional model [because I'm learning and don't want to be constrained by 'real' tank specs], so that the commander can look over his shoulder and see the view out that back of the tank. I can model up a frame as if he's looking at a viewscreen, when in fact he's just looking through a hole in the geometry. I guess I can do the same for side views, if I can be sure that the gunner is hidden, but since both commander and gunner interior environments are in the "View Cargo" LOD, I'm not sure that'll be possible. One side view would be looking at the gunner's head ....
I noticed that one of the named selections in the t72 is a mirror; now that I think about it, I can't recall whether any vehicles have rear or side mirrors that function. I'm going back to test that. My fictional tank, conceived for urban and counterterrorist ops, should have external side view mirrors like a truck, I'd think .....
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Oops sorry I didn't follow this,yes viewpilot is only for pilot heres some more (i'll post from cfgvehicles so you see it has to under that class):
class Plane: Air {};
class A10: Plane {};
class BrtSB2C: A10
{
scope=public;
crew = "SoldierWPilot";
*** *** *** *** *** *** *** ***side = 1;
displayName="Curtiss SB2C Helldiver US Navy";
driverAction = ManActCessnaCargo;
*** *** *** *** *** *** *** ***typicalCargo[]={SoldierWPilot};
*** *** *** *** *** *** *** ***driverCanSee = CanSeeEye+CanSeeEar;
*** *** *** *** *** *** *** ***cargoCanSee = CanSeeEye+CanSeeEar;
*** *** *** *** *** *** *** ***//gunnerAction[]={"ManActCessnaCargo"};
*** *** *** *** *** *** *** ***gunnerIsCoDriver[]={1,0};
accuracy=0.40;
vehicleClass = "BraTTy WW2 Warplanes";
*** *** *** *** *** *** *** ***namesound= "plane";
*** *** *** *** *** *** *** ***//extCameraPosition[] = {0,0,-12};
*** *** *** *** *** *** *** ***castdrivershadow= 1;
armor=27;
*** *** *** *** *** *** *** ***cost=200000;
*** *** *** *** *** *** *** ***landingSpeed=115;
*** *** *** *** *** *** *** ***maxSpeed = 487;
*** *** *** *** *** *** *** ***landingAoa="3.5*3.1415/180";
flapsFrictionCoef=2.2;
model="\Brt_SB2c\BrtSB2C.p3d";
*** *** *** *** *** *** *** ***type="VAir";
//threat[] VSoft, VArmor, VAir
*** *** *** *** *** *** *** ***threat[]={1.00000,1.,1.00000};
aileronSensitivity = 0.3;
elevatorSensitivity = 0.25;
gearRetracting = true;
ejectSpeed[]={0,0,0};
fov=0.6;
*** *** *** *** *** *** *** ***preferRoads=false;
*** *** *** *** *** *** *** ***formationX=20;
formationZ=30;
*** *** *** *** *** *** *** fuelCapacity=160;
noseDownCoef = 0.7;
precision=60;
brakeDistance=50;
*** *** *** *** *** *** *** ***hasGunner=1;
*** *** *** *** *** *** *** ***ejectDeadCargo=1;
weapons[]={"brtfmgun"};
magazines[]={brtfmgun,brt1kb};
*** *** *** *** *** *** *** ***minGunElev=0; // default - fixed gun
maxGunElev=+60;
minGunTurn=-60;
maxGunTurn=+60;
*** *** *** *** *** *** *** ***hiddenSelections[]={"fpt1","fpt2","fpt3","fpt4","npt1",&
;quo
t;npt2","npt3","npt4"};
transportsoldier=1;
transportAmmo=0;
*** *** *** *** *** *** *** ***camouflage=8
*** *** *** *** *** *** *** ***audible=6;
*** *** *** *** *** *** *** ***soundEngine[]={"\Brt_SB2C\engine.wav",1,4};
soundEnviron[]={Objects\noise,db-30,1.0};
soundServo[]={Vehicles\gun_elevate,db-30,1};
*** *** *** *** *** *** *** ***animated=1;
*** *** *** *** *** *** *** ***gunnerOpticsModel = "optika_HK";
*** *** *** *** *** *** *** ***gunnerUsesPilotView = false;
*** *** *** *** *** *** *** ***
*** *** *** *** *** *** *** ***class ViewPilot
{
initFov=0.600000;
minFov=0.400000;
maxFov=0.850000;
initAngleX=0;
minAngleX=-75;
maxAngleX=50;
initAngleY=0;
minAngleY=-150;
maxAngleY=150;
};
class ViewOptics
{
initAngleX=0;
minAngleX=0;
maxAngleX=0;
initAngleY=0;
minAngleY=0;
maxAngleY=0;
initFov=0.500000;
minFov=0.500000;
maxFov=0.500000;
};
class ViewGunner
{
initAngleX=5;
minAngleX=-85;
maxAngleX=30;
initAngleY=0;
minAngleY=-120;
maxAngleY=120;
initFov=0.700000;
minFov=0.400000;
maxFov=0.850000;
};
*** *** *** *** *** *** *** *** class TransportMagazines
{
class _xx_SmokeShell
{
magazine="SmokeShell";
count="2";
};
};
Passengers would use a "viewcargo" class
And I was not correct in stating that the fov is for pilot,it actually is only for your outside view(3d view)
ie: ***fov=0.6;
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (mooncaine @ Feb. 18 2003,23:39)</td></tr><tr><td id="QUOTE">I'm especially happy about learning this because I want to simulate next-generation tanks, as well as current tanks that have on-board video systems for viewing all sides of the vehicle.
It occurs to me that I can build my current test tank, a fictional model [because I'm learning and don't want to be constrained by 'real' tank specs], so that the commander can look over his shoulder and see the view out that back of the tank. I can model up a frame as if he's looking at a viewscreen, when in fact he's just looking through a hole in the geometry. I guess I can do the same for side views, if I can be sure that the gunner is hidden, but since both commander and gunner interior environments are in the "View Cargo" LOD, I'm not sure that'll be possible. One side view would be looking at the gunner's head ....
I noticed that one of the named selections in the t72 is a mirror; now that I think about it, I can't recall whether any vehicles have rear or side mirrors that function. I'm going back to test that. My fictional tank, conceived for urban and counterterrorist ops, should have external side view mirrors like a truck, I'd think .....[/QUOTE]<span id='postcolor'>
Make sure for your vehicle positions you have the correct proxy,and try to use proper positions to match your base class
ex: Plane
cessnapilot : pilot
cessnacargo : passenger
and you also need the matching view otherwise you will experience behind the head or on the ground view stuff
On that plane example you need a View - Pilot and a View-Cargo LOD
Now for a tank I see you used a t72 so use matching positions (I dont make tanks,dunno exact names ,but)
Looking in Data3d I see some proxies:
t72commander -View Commander
t72gunner -View Gunner
t72driver - View Pilot
and some "out" positions I see,but you get the idea?
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