Arma 3 Scripting

camSetDive

  • Broken
  • Arma 3 v0.50
  • First in Operation Flashpoint v1.00

Command · also in Camera Control · Markdown · JSON · original wiki page

Warning

This command is listed as broken on the wiki.

Description

Sets camera dive angle. Does not commit changes.

Warning

This command is non-functional!

Syntax

camera camSetDive dive

Parameters:

Returns: Nothing

Examples

Example 1

_camera camSetDive -0.1;

See also

camSetBank · setVectorUp

Community notes

Kronzky

Command is non-functional.
Instead use setVectorUp or this user function in Armed Assault.

// Get Pitch and Bank
// By General Barron (aw_barron@hotmail.com) and vektorboson
// Parameters: object
// Returns: [pitch, bank]
// Returns the pitch and bank of an object, in degrees.
// Yaw can be found using the getdir command.
// Pitch is 0 when the object is level; 90 when pointing straight
// up; and -90 when pointing straight down.
// Bank is 0 when level; 90 when the object is rolled to the right,
// -90 when rolled to the left, and 180 when rolled upside down.

// extract parameters
private ["_obj", "_pitch", "_bank", "_yaw", "_vdir", "_vup", "_sign", "_rotate"];
_obj = _this;
// find the yaw (direction) of the object
// note that map compass directions go CW, while coordinate (vector) directions go CCW
// so when we rotate vectors by this much (below), we are actually adjusting the vector as though the object were pointing north
_yaw = getDir _obj;

//----------------------------
// function to rotate a 2d vector around the origin
//----------------------------
_rotate =
{
    private ["_v", "_d", "_x", "_y"];

    // extract parameters
    _v = +(_this select 0); // we don't want to modify the originally passed vector
    _d = _this select 1;

    // extract old x/y values
    _x = _v select 0;
    _y = _v select 1;
    // if vector is 3d, we don't want to mess up the last element
    _v set [0, (cos _d)*_x - (sin _d)*_y];
    _v set [1, (sin _d)*_x + (cos _d)*_y];
    // return new vector
    _v;
};
//----------------------------
// find pitch
//----------------------------
// get vector dir (pitch)
_vdir = vectorDir _obj;

// rotate X & Y around the origin according to the object's yaw (direction)
// we will then be left with the objects vectordir if it were facing north
_vdir = [_vdir, _yaw] call _rotate;

// if we reverse the process we used to set pitch when facing north, we can now get pitch
if ((_vdir select 1) != 0) then
{
    _pitch = atan ((_vdir select 2) / (_vdir select 1));
}
else
{
    // we need a fail-safe here to prevent divide-by-zero errors
    // if X is zero, that means pitch is +/-90, we just need to figure out which one
    if ((_vdir select 2) >= 0) then { _pitch = 90 } else { _pitch = -90 };
};

//----------------------------
// find bank
//----------------------------
// get vector up (bank)
_vup = vectorUp _obj;

// rotate X & Y around the origin according to the object's yaw (direction)
// we will then be left with the objects vectorup if it were facing north
_vup = [_vup, _yaw] call _rotate;

// rotate Y & Z around according to the object's pitch
_vup = [_vup select 0] + ([[_vup select 1, _vup select 2], 360 - _pitch] call _rotate);

// if we reverse the process we used to set bank when facing north, we can now get bank
if ((_vup select 2) != 0) then
{
    _bank = atan ((_vup select 0) / (_vup select 2));
}
else
{
    // we need a fail-safe here to prevent divide-by-zero errors
    // if Z is zero, that means bank is +/-90, we just need to figure out which one
    if ((_vdir select 2) >= 0) then { _bank = 90 } else { _bank = -90 };
};

// if we are rolled over (abs bank > 90), we need to adjust our result
if ((_vup select 2) < 0) then
{
    _sign = [1, -1] select (_bank < 0);
    _bank = _bank - _sign*180;
};

//----------------------------
// return value
//----------------------------
[_pitch, _bank];