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Author Topic: InGameNameTags 0.1  (Read 2910 times)

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Offline LurchiDerLurch

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InGameNameTags 0.1
« 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:







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
« Last Edit: 21 Nov 2009, 12:17:18 by LurchiDerLurch »

Offline Mandoble

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Re: InGameNameTags 0.1
« Reply #1 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:

Offline i0n0s

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Re: InGameNameTags 0.1
« Reply #2 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.

Offline LurchiDerLurch

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Re: InGameNameTags 0.1
« Reply #3 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 ^^