OFPEC Forum

Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting Resources Beta Testing & Submission => Topic started by: LurchiDerLurch on 30 Aug 2009, 13:01:55

Title: InGameNameTags 0.1
Post by: LurchiDerLurch on 30 Aug 2009, 13:01:55
Hello

Yesterday i had an idea how to create some name tags that "seem" to stay 3D over the heads of players. (like in Battlefield 2)

With Mando's Script "Mando Angles by Mandoble" i got the idea to create a name tag (control with name) over the soldier's head and then let in move when player turns.

http://www.ofpec.com/ed_depot/index.php?action=details&id=441&game=ArmA

After hours of trying to get the angle of the camera I found "SPON_viewVector v1.0.0", which was exactly what i needed ^^

http://www.ofpec.com/forum/index.php?topic=31686

So i changed Mandos script so that it uses the Camera Direction and so on here's my result:

Screenshots:

(http://www.abload.de/thumb/arma2009-08-3012-01-20ufj0.jpg) (http://www.abload.de/image.php?img=arma2009-08-3012-01-20ufj0.jpg)

(http://www.abload.de/thumb/arma2009-08-3012-01-25gir1.jpg) (http://www.abload.de/image.php?img=arma2009-08-3012-01-25gir1.jpg)

(http://www.abload.de/thumb/arma2009-08-3012-01-383iqe.jpg) (http://www.abload.de/image.php?img=arma2009-08-3012-01-383iqe.jpg)

Video:

http://www.youtube.com/watch?v=Ho91VHYFgnc


Then i want to ask Mando and Spooner if they agree that i used their scripts?  :good:

Heres the script:

http://www.file-upload.net/download-2025938/InGameNameTags_0-2e1.Intro.zip.html


I hope you understood my english  :D

LurchiDerLurch
Title: Re: InGameNameTags 0.1
Post by: Mandoble on 01 Sep 2009, 00:55:55
At least you can use mine, and I would say Spooner would not be against using his one. Good work there LurchiDerLurch  :good:
Title: Re: InGameNameTags 0.1
Post by: i0n0s on 01 Sep 2009, 02:28:15
Take a look at the copying from SPON_viewVector v1.0.0 and you'll see that he allows you to modify the code.
Title: Re: InGameNameTags 0.1
Post by: LurchiDerLurch on 02 Sep 2009, 13:27:55
thanks  :)

hm... i tried to get the y-axis to work but this seems to be a problem...  :confused:

maybe because the distance between the player and the object becomes important...  :scratch:

I'm not sure how to get the player's Y-azimuth...

the one for X looks like this:

Quote
_vector = call SPON_viewVector;

// X

// Calculate angle from vector (-180..+180).

_azimuth = (_vector select 0) atan2 (_vector select 1);   
   
// Convert to 0..360 azimuth value.

_degX = ((_azimuth + 360) mod 360);

but for Y it doesnt work and is a bit of 'freaky'  :blink:

it's nice without Y, too ^^