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ManDay

Hint: switchCamera !!!!!

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If this is known or whatever close or delete BUT I think i found something very intresting!!!

switchCamera a command which has never worked in OFP (at least not for me) works now and

GODDAMIT THAT IS REALLY GREAT!!!

I cannot describe how great the command seems to me. Just a little example: You can look through somebody else eyes just by

_unit switchCamera "INTERAL";

that is just crazy because you may create a mission in which you can view through the enemy eyes (and you can force him to look somewhere by unit doWatch unit2).

If you put in some ressource 'SFX' you can simulate a 'preadtor'-vew or something. Just some ideas!

that command also works for units created with createVehicle!

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I seem to remember having this working in OFP. I had a may idea at the time for an MP game where your 'soul' would be captured by your killer and you would see through his eyes until he was himself killed. Unfortunately OFP scripting was far too clunky for me so I gave up on the idea. With sqf I'm a lot more motivated to do 'complicated' things.

BTW, 'GUNNER' is actually better than INTERNAL since it will give you the iron-sights/optics view when the player switches to them.

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Nothing new, just remember to CoC command system, where you were able to switch to group view of all officers under your command.

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Sorry do dig up that old stinkin' topic, but my question fits here especially if there is an answer to my question. here it comes ...

How to find out in which "cameraview" a unit is? i.e. if its in "internal", "gunner" or the others...

I remember to have read something about how to find out the cameraview, but that was too damn long ago...

Thanks,

Vigilante

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Sorry do dig up that old stinkin' topic, but my question fits here especially if there is an answer to my question. here it comes ...

How to find out in which "cameraview" a unit is? i.e. if its in "internal", "gunner" or the others...

I remember to have read something about how to find out the cameraview, but that was too damn long ago...

Thanks,

Vigilante

You can do it by using positionCameraToWorld command and checking the distance between the camera and the unit. This will help detect 3rd or 1st person view. I'm unaware of a way to detect whether a unit is in ironsight (optics) mode.

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yeah, thanks. found this entry in biki:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">    Posted on October 17, 2008 - 11:25

Kronzky

   By measuring the distance between the camera and the player one can determine whether 1st-person or 3rd-person view is being used:

   if ((positionCameraToWorld [0,0,0] distance player)>2) then {hint "3rd person"} else {hint "1st person"}

But, just as you said, i need to find out if the unit is in gunnerview with his secondary weapon...

EDIT:

hmm... i found the following check from SPON Rangefinder

Quote[/b] ]

// check if _player is in "holding binoculars" animation

_animstate = animationState _player;

if ((_animstate == "AwopPercMstpSoptWbinDnon_rfl") or

   (_animstate == "AwopPknlMstpSoptWbinDnon_rfl") or

   (_animstate == "AwopPpneMstpSoptWbinDnon_rfl") or

   (_animstate == "AwopPknlMstpSoptWbinDnon_lnr") or

   (_animstate == "AwopPercMstpSoptWbinDnon_pst") or

   (_animstate == "AwopPknlMstpSoptWbinDnon_pst") or

   (_animstate == "AwopPpneMstpSoptWbinDnon_pst") or

   (_animstate == "AwopPercMstpSoptWbinDnon_non") or

   (_animstate == "AwopPercMstpSoptWbinDnon_non") or

   (_animstate == "AwopPpneMstpSoptWbinDnon_non")) then

{

....

Need to check if the unit is holding a "Launcher" Weapon..

resp. using such an animation currently...

EDIT2:

well, of course theres only one animation for launchers in vanilla arma, the kneeling one... but for example within ACE or with SLX addons it could be the following:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

// check if _player is in "holding launcher" animation

_animstate = animationState player;

...

  (_animstate == "SLX_LauncherStand") or

  (_animstate == "AmovPknlMstpSrasWlnrDnon") or

  (_animstate == "SLX_LauncherProne") or

...

EDIT3:

Works fine, if you just want to know if the unit uses a launcher type of weapon right now. too bad theres no ...Sopt... animation for the launcher, so this solution only works kinda...

... back to research then wink_o.gif i need to find out which action or animation is for what, as long as it returns the state of playerview...

mmh...

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