OFPEC Forum
Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting Resources Beta Testing & Submission => Topic started by: Mandoble on 05 Apr 2007, 20:35:23
-
just a bit of fun with the new weaponDirection command.
Spooner [2007-10-05]: Accepted as a bit of fun and a demonstration of drop/weaponDirection commands.
-
:clap:
Very nice. So it detects the position from the player in which the crosshair is facing?
This helps me know what this command can do now, thanks.
Good job aswell :yes:
-
As indicated in first post, weaponDirection (http://community.bistudio.com/wiki/weaponDirection) command.
You get an array similar to that of vectorDir command.
-
Very interesting.
Opens doors to lasers, flamethrowers, etc., perhaps...
-
Those were possible with 'just' using fired eventHandler, weaponDirection just makes it a bit easier..
-
As long as you had ammo left :P
-
Quite, but that's besides the point :D
-
Strange HDR effects... :whistle:
Just an idea...
Is it possble to create a script where you are as artillery observer (eg: mortars) are able to assign bombingspots just by pointing your crosshair?
Eventually only when you look through binoculars (you can check this with the animationstate command). 8)
-
Yes, if its possible to get the distance from the player.. at the moment I think it's just [x,y] array from the weapondirection command?
-
[x,y] array from the weapondirection command?
weaponDirection returns direction vector [x,y,z] (afaik)..
-
Blanco, general speaking, yes for more or less flat terrain, knowing the angle of your binocs and the height of the unit you may calculate easily where its sight line intersects the terrain. But there is a much better way to do this which is currently present in Mando Missile 2.2 (not released yet) to detect when that line really intersects the terrain.