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Where are head movement limits defined?

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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?

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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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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_static_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.

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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.

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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.

class CfgPatches

{

class Heli_test

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"HSim_Air_US_H"};

};

};

class ViewPilot;

class CfgVehicles {

/*extern*/ class Heli_Light01_H;

class All

{

class ViewPilot

{

initFov = 0.1;

minFov = 0.03;

maxFov = 1.2;

};

};

class Helicopter2: Heli_Light01_H

{

displayName = "jcgam_test";

class ViewPilot: ViewPilot

{

minMoveX = -1 //How far can the head be moved to the sides left and right

maxMoveX = 1

minMoveY = -0.2 //How far can the head be moved up and down

maxMoveY = 0.2

minMoveZ = 0 //How far can the head be moved forward and backward

maxMoveZ = 0.5

};

};

};

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Good job.

This should work for all choppers:

class CfgPatches
{
class YourTag_MoreHeadMovement
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"HSim_Air_US_H"};
};
};
class ViewPilot;
class CfgVehicles
{
class Helicopter;
class Helicopter_Base_H: Helicopter
{
	class ViewPilot: ViewPilot
	{
		//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.

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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/ArmA:_Community_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.

Edited by jcgam

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

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I'll wait a bit for you guys have time to fix it. Good job :)

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I don't have trackIR so I don't think I can fix that.

That was my own stupid mistake. The led array attached to my hat rotated too far and I didn't notice it. It's working great now.

---------- Post added at 15:32 ---------- Previous post was at 15:28 ----------

I'll wait a bit for you guys have time to fix it. Good job :)

Here's my first version. Still needs to be tweaked. Copy to AddOns directory. Delete file to uninstall.

http://www.fileswap.com/dl/wyQPQAApQu/airhead.pbo.html

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That was my own stupid mistake. The led array attached to my hat rotated too far and I didn't notice it. It's working great now.

---------- Post added at 15:32 ---------- Previous post was at 15:28 ----------

Here's my first version. Still needs to be tweaked. Copy to AddOns directory. Delete file to uninstall.

http://www.fileswap.com/dl/wyQPQAApQu/airhead.pbo.html

Thanks I'll try it tomorrow I keep you informed :cool:

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Is there a way to switch between the standard and new config depending on whether the doors are open or not?

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That was my own stupid mistake. The led array attached to my hat rotated too far and I didn't notice it. It's working great now.

---------- Post added at 15:32 ---------- Previous post was at 15:28 ----------

Here's my first version. Still needs to be tweaked. Copy to AddOns directory. Delete file to uninstall.

http://www.fileswap.com/dl/wyQPQAApQu/airhead.pbo.html

thanks mate:cool:

its working without trackIR as well, finally I can look from the cockpit to the slingload, great:yay:

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It's Great for the Light but not yet for med and Hight.

Edited by hon0

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I knew it...

Why, oh why did I buy through Steam...

Made my @headfree with an addons folder containing the pbo, now what ???

Better go and have a look around the forums I guess.

Thanks for the mod guys,

to be honest I didn't really like the fact that I could "clip" my head out of the cockpit in the CP & beta (?) but I refuse to use the 3D view to land (most of the time :p) so I think this addon is absolutely essential.

I still use auto-hover so I'm not that hard-core :yay:

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Find the button or whatever in steam that lets you edit the shortcut path to launch the tkoh exe. Make it look like this:

"C:\Program Files\Bohemia Interactive\Take On Helicopters\TakeOnH.exe" -mod=@headfree

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Find the button or whatever in steam that lets you edit the shortcut path to launch the tkoh exe. Make it look like this:

"C:\Program Files\Bohemia Interactive\Take On Helicopters\TakeOnH.exe" -mod=@headfree

Thats fine for a normal install of a BIS game, this is a Steam install so the launch parameters are not quite the same.

My C: Windows7 ArmAII folder has 20.5 mega, all mods & addons nicely packed and in order.

The XP HD has a handsome sum of 34.1 mega, all mods & addons nicely packed and in order :eek:

No time today but I'll sort it out soon enough.

Thanks.

EDIT: Works fine thanks.

For Steam...

"C:\Program Files (x86)\Steam\steamapps\common\take on helicopters\TakeOnH.exe" -mod=@headfree.

I bet everybody knew this already except "yours truly":o

Edited by BoneBoys

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