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Introduced in
- Game:
- Arma 2
- Version:
- 1.00
Description
- Description:
-
/************************************************************ Set Pitch and Bank Parameters: [object, pitch, bank] Returns: nothing Rotates an object, giving it the specified pitch and bank, in degrees. 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. Note that the object's yaw can be set with the setdir command, which should be issued before using this function, if required. The pitch/bank can be leveled out (set to 0) by using the setdir command. Example: [player, 45, -45] call BIS_fnc_setPitchBank ************************************************************/ //extract parameters
(Placeholder description extracted from the function header by BIS_fnc_exportFunctionsToWiki)
Notes
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Add New Note | How To
Add New Note | How To
Notes
- Posted on Aug 4, 2014 – 13:35
- ffur2007slx2_5
-
(A3 1.24) attachTo limits BIS_fnc_setPitchBank, here’s an alternative function to break that limitation (code originated from bapedibupa):
_obj attachTo [_logic,[0,0,2]]; [_obj,[120,-78,37]] call fnc_SetPitchBankYaw; // pitch: 120, bank: -78, yaw: 37
fnc_SetPitchBankYaw = { private ["_object","_rotations","_aroundX","_aroundY","_aroundZ","_dirX","_dirY","_dirZ","_upX","_upY","_upZ","_dir","_up","_dirXTemp", "_upXTemp"]; _object = _this select 0; _rotations = _this select 1; _aroundX = _rotations select 0; _aroundY = _rotations select 1; _aroundZ = (360 - (_rotations select 2)) - 360; _dirX = 0; _dirY = 1; _dirZ = 0; _upX = 0; _upY = 0; _upZ = 1; if (_aroundX != 0) then { _dirY = cos _aroundX; _dirZ = sin _aroundX; _upY = -sin _aroundX; _upZ = cos _aroundX; }; if (_aroundY != 0) then { _dirX = _dirZ * sin _aroundY; _dirZ = _dirZ * cos _aroundY; _upX = _upZ * sin _aroundY; _upZ = _upZ * cos _aroundY; }; if (_aroundZ != 0) then { _dirXTemp = _dirX; _dirX = (_dirXTemp* cos _aroundZ) - (_dirY * sin _aroundZ); _dirY = (_dirY * cos _aroundZ) + (_dirXTemp * sin _aroundZ); _upXTemp = _upX; _upX = (_upXTemp * cos _aroundZ) - (_upY * sin _aroundZ); _upY = (_upY * cos _aroundZ) + (_upXTemp * sin _aroundZ); }; _dir = [_dirX,_dirY,_dirZ]; _up = [_upX,_upY,_upZ]; _object setVectorDirAndUp [_dir,_up]; };