weparo 10 Posted March 8, 2014 If by 'Camera' you mean the splendid camera, it says it right in the lower left corner. If you also want to know the FoV while playing, check your config. (FoVtop and FoVleft) Share this post Link to post Share on other sites
dupa 10 Posted March 8, 2014 I mean while playing. But the config isn't helpful here. I want to know the FOV level of the current camera view, which could be for example: - Regular 1st person view - 1st person view zoomed in - RCO optics - RCO collimator sight - Gunner optics in vehicles (several FOV levels) I hope this explains the idea more clearly. Share this post Link to post Share on other sites
trnapster 12 Posted March 8, 2014 There is no easy way to do this but CBA has a function that returns you the FOV of the current camera. The function is called CBA_fnc_getFOV Share this post Link to post Share on other sites
dupa 10 Posted March 8, 2014 Thanks for the info, I'll look into it. Share this post Link to post Share on other sites
Grumpy Old Man 3547 Posted March 8, 2014 This might be of help? http://killzonekid.com/arma-scripting-tutorials-get-zoom/ Share this post Link to post Share on other sites
dupa 10 Posted March 8, 2014 I had a look at the CBA function and that's EXACTLY what I needed. Thanks a lot! Share this post Link to post Share on other sites
ceeeb 147 Posted March 14, 2014 (edited) I've spent a bit of time looking at FOVs for the feedback tracker. If you just want to see what FOVs the game uses, I created my own FOV monitoring script in a repro mission. It provides endless looping hintSilent output, rather than working as a function. While it is more precise than CBA_fnc_getFov, it relies on the camera looking at land to give a result (and doesn't work over/in the ocean). It also calculates the current zoom level (to match in game HUDs). Please also note CBA_fnc_getFov returns the current vertical FOV in radians, and the result needs to be manipulated to give the true edge of screen to edge of screen FOV (and as advertised, it is fairly imprecise). Having taken another look at it now, unless I'm missing something, it can easily be improved as it does a lot of unnecessary work to get a poor result. Here's a simplified and precise derivative, which returns current horizontal FOV in degrees only: /************************************************************************** Description: Return current Field Of View (FOV), derived from CBA_fnc_getFov Input: - argument: nil Output: - returns: (NUMBER) current screen horizontal FOV in degrees **************************************************************************/ private ["_wreal", "_xoff", "_depth", "_pos2", "_xpos2", "_deltax", "_hFov"]; _wReal = safeZoneW / 2; //== half of current screen width _xOff = 5000; //camera x offset for sample point, bigger is better! _depth = 10000; //camera z offset for sample point, bigger is better! _pos2 = positionCameraToWorld [_xoff, 0, _depth]; //position offset from camera _xpos2 = (worldToScreen _pos2) select 0; //screen position of that point _deltaX = _xpos2 - 0.5; //difference on screen between _pos2 and centre of screen _hFov = 2 * atan ((_wreal * _xoff / _deltaX) / _depth); //calc horz FOV using trig _hFov Edited March 14, 2014 by ceeeb Share this post Link to post Share on other sites