Rangefinder DistancebyPierre MGI Description Mimicks the behaviour of the handheld rangefinders to present the distance you are looking at. Code [] spawn {
while {true} do {
sleep 0.2;
_ins = lineIntersectsSurfaces [AGLToASL positionCameraToWorld [0,0,0],AGLToASL positionCameraToWorld [0,0,5000],vehicle player,objNull,true,1,"FIRE","NONE"];
_cursor_distance = if (count _ins > 0) then [{(_ins select 0 select 0) vectorDistance (eyepos player)},{5000}];
_aim_dist_txt = if (count _ins > 0) then [{str(round _cursor_distance)},{"---"}];
hintSient format ["%1", _aim_dist_txt];
};
}; On each framed version
[] spawn {
["range_finder", "onEachFrame", {
_ins = lineIntersectsSurfaces [AGLToASL positionCameraToWorld [0,0,0],AGLToASL positionCameraToWorld [0,0,5000],vehicle player,objNull,true,1,"FIRE","NONE"];
_cursor_distance = if (count _ins > 0) then [{(_ins select 0 select 0) vectorDistance (eyepos player)},{5000}];
_aim_dist_txt = if (count _ins > 0) then [{str(round _cursor_distance)},{"---"}];
hintSilent format ["%1", _aim_dist_txt];
}] call BIS_fnc_addStackedEventHandler
};
Usage Debug, unconditional trigger, script
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