Camera
5.5
3.5
1.0
0.4
0.04
0.70
The idea is to try to divide panning into a fine-aiming circle and a fast movement circle. Within the fine aiming circle, the slow-pan constants are used. Within the fast movement circle, the fast-pan constants are used. To make this seem smoother for the user, we adjust the equations involved so that the user input at the maximum amount of slow-panning speed gives us the same desired speed as the minimum amount of fast-panning speed.
.75
10.0
0.15
0.30
0.25
10
0.3
0.2
0.9
0.5
4.0
8.0
3.0
6.0
0.18
0.5
0.15
0.3
0.5
0.15
0.3133333
1
0.3
1
0.3
0.6
0.6
0.4
0.4
0.4
0.4
0.3
0.3
0.9
0.5
0.3
0.5
0.25
0.6
0.6
0.6
0.4
0.4
0.4
0.4
3.0
0.5
1.0
0.045
ALTER THIS VALUE AT YOUR OWN RISK!
This will scale all follow aggression effects in the game, and the math is very sensitive...
0.95
0.5
1.3
3.0
0.0
0.6
6
20
2
1
3
<_Editor>
Entries
exterior close
0.0
1.65
0.0
-75
55
50
4.25
0.05
0.5
0.6
False
all
crouch
all
0.0
1.3
0.0
-75
55
50
4.25
0.05
0.5
False
0.6
sprint
0.0
1.65
0.0
-75
55
60
4.25
0.05
1.5
False
0.6
all
interior close
all
0.0
1.8
0.0
-75
55
50
3
0.05
0.5
False
0.6
crouch interior
all
0.0
1.3
0.0
-75
55
50
3
0.05
0.5
False
0.6
interior sprint
all
0.0
1.8
0.0
-75
55
50
3
0.05
1.5
False
0.6
fine aim
0.0
1.6
0.0
-75
55
30
2.0
0.05
0.15
0.6
False
widescreen
fine aim
standard
0.0
1.6
0.0
-75
55
30
2.0
0.05
0.15
False
0.6
fine aim underslung
standard
0.0
1.5
0.0
-75
55
30
2.0
0.05
0.15
False
0.6
fine aim underslung
0.0
1.5
0.0
-75
55
30
2.0
0.05
0.15
0.6
False
widescreen
fine aim crouch
widescreen
0.0
1.3
0.0
-75
55
30
2.0
0.05
0.15
False
0.6
fine aim crouch
standard
0.0
1.3
0.0
-75
55
30
2.0
0.05
0.15
False
0.6
zoom
0.0
1.6
0.0
-75
55
60
0.01
0.0
0.15
0.0
False
all
zoom crouch
0.0
1.3
0.0
-75
55
60
0.01
0.0
0.15
0.0
False
all
riot shield
all
0.0
1.3
0.0
-75
55
50
4.25
0.05
0.6
False
0.6
riot shield fine aim
all
0.0
1.3
0.0
-75
55
30
2.0
0.05
0.15
False
0.6
human shield
0.0
1.7
0.0
-75
55
45
4.5
0.1
0.6
0.6
False
all
human shield fine aim
0.0
1.7
0.0
-75
55
35
2.0
0.05
0.15
0.6
False
all
melee lock
0.0
1.8
0.0
-75
55
55
4.92
0.05
0.5
0.6
True
all
vehicle driver
standard
0.0
1.3
0.0
-35
55
50
8
1.5
1.0
False
0.0
vehicle driver
0.0
1.3
0.0
-35
55
50
8
1.25
1.0
0.0
False
widescreen
vehicle driver alt
0.0
1.3
0.0
-35
55
50
6
1.2
1.0
0.0
False
widescreen
vehicle driver alt
standard
0.0
1.3
0.0
-35
55
50
6
1.2
1.0
False
0.0
watercraft driver
0.0
1.3
0.0
-30
55
50
8
1.5
1.0
0.0
False
all
helicopter driver
0.0
1.3
0.0
-35
75
40
8
1.5
1.0
0.0
False
all
airplane driver
0.0
1.3
0.0
-15
75
60
8
1.5
1.0
0.0
False
all
tank driver
0.0
1.3
0.0
-5
55
50
8
1.25
1.0
0.0
False
widescreen
tank driver
standard
0.0
1.3
0.0
-5
55
50
8
1.5
1.0
False
0.0
vehicle aim
0
1.6
0.0
-75
55
60
0.1
0.0
0.6
0.0
False
all
vehicle fine aim
0
1.6
0.0
-75
55
60
0.1
0.0
0.15
0.0
False
all
vehicle zoom
all
0.0
1.6
0.0
-75
55
60
0.1
0.0
1.0
False
0.0
fine aim vehicle
-1.0
0.4
-0.2
-60
43
36
1.95
0.411
1.0
0.0
False
all
leaping
0.0
0.2
0
-45
85
50
4
0.63
1.0
0.0
False
all
swimming
0.0
0.4
0
0.0
55
50
4
0.63
1.0
0.0
False
all
spectator
0.0
2.0
0
-45
55
50
6.5
1.5
1.0
0.0
False
all
fence
0.0
1.8
0
-45
55
50
4
0.63
1.0
0.0
False
all
ragdoll
0.0
0.5
0
10
55
50
4
1
0.5
0.0
True
all
falling
0.0
1
0
-75
65
50
4.5
.1
1.0
0.6
False
all
freefall
0.0
1
0
-45
80
75
2.5
1
1.0
0.6
False
all
parachute
0.0
2.25
0.0
-45
60
90.0
7
1
1.0
1.8
False
all
avatar
all
0.0
2.75
0
-45
55
79
7
-1.5
1.0
False
3.0
downed
all
0.0
1.0
0
-45
55
40
5.0
1.0
0.2
True
0.0
wrestling
all
0.0
1.5
0.0
-75
55
55
2.75
1
.5
False
0.6
skydiving down
all
0.0
1
0.5
15
60
60
4
1.75
0.8
False
0.5
37.5
skydiving down fine aim
all
0.0
1
0.5
15
60
35
4
1.75
0.15
False
0.3
37.5
skydiving dive
all
0.0
1.75
0.8
60
85
45
5
5
1.3
False
0.25
85
skydiving dive fine aim
all
0.0
1.75
0.8
60
85
85
30
5
5
0.15
False
0.25
skydiving up
all
0.0
1.0
-0.75
-85
-15
60
2
2
0.8
False
0.5
-57.5
skydiving up fine aim
all
0.0
1.0
-0.5
-85
-15
35
2.0
2
0.15
False
0.4
-57.5
shooting qte
all
0.0
0.0
0.0
-75
65
45
0.0
0.0
0.0
False
0.0
skydiving tank
all
0.0
5.0
0.0
-35
55
50
25
10
1.0
False
0.0
skydiving tank gunner
all
0.0
1.5
0.0
-33
30
60.0
2.6
0.5
1.0
False
0.5
skydiving tank bail out
all
0.0
1.75
0.8
50
85
85
65
6
6
1.8
True
0.0
rc vehicle
standard
0.0
3.0
0.0
-35
55
50
20
3.0
1.0
False
0.0
rc vehicle
0.0
10
0
-35
55
50
20
20
1.0
0.0
False
widescreen
rc watercraft
0.0
3.0
0.0
-30
55
60.0
20
3.0
1.0
0.0
False
all
rc helicopter
0.0
3.0
0.0
-35
75
40
20
3.0
1.0
0.0
False
all
rc airplane
0.0
3.0
0.0
-15
75
60.0
20
3.0
1.0
0.0
False
all
rc tank
standard
0.0
3.0
0.0
-5
55
50
20
3.0
1.0
False
0.0
rc tank
0.0
3.0
0
-5
55
50
20
2.5
1.0
0.0
False
widescreen
rappelling
0.2
1.6
-0.4
-10
105
60
1
1
0.6
0.6
False
all
rappelling fine aim
0.1
1.6
-0.2
-10
105
45
0.5
0.5
0.15
0.6
False
all
rappelling zoom
0.1
1.5
-0.1
-10
105
60.0
0.01
0.01
0.2
0.0
False
all
Script
all
0.0
1.5
0.0
-75
65
55
2
0.05
.5
False
0.475
Script Fine Aim
all
0.0
1.7
0.0
-75
55
30
2.0
0.05
0.15
False
0.6
Script Crouch
all
0.0
1.3
0.0
-75
65
55
2
0.05
0.5
False
0.475
Script Fine Aim Crouch
all
0.0
1.3
0.0
-75
55
30
2.0
0.05
0.15
False
0.6
MAS fine aim
0.0
1.6
0.0
-75
55
30
2.0
0.05
0.15
0.6
False
all
interior melee
all
0.0
0.8
0.0
22
22
50
3.5
1.5
1.0
True
0.0
nitrous
1.0
1000
1000
500
burnout
2.5
500
500
0
stunt cam 1
1.5
2000
500
1000
stunt cam 3
1.5
2000
500
1000
stunt cam 4
1.5
2000
500
1000
parachute open
-1
750
1500
1500
chainsaw
-2
500
1650
750
16.0
8.0
0.075
2
6
50.0
0.25
-0.3
-0.25
0.5
-0.25
-1
Heli Primary
0.45
0
0.4
-35
55
0.3
115
80
60
0.7
0.0
limit_heading_range
all
Heli Primary Fine Aim
0.45
0
0.4
-35
55
0.3
115
80
40
0.7
0.0
limit_heading_range
all
Heli Secondary
0.35
-0.1
-0.8
-35
55
-0.45
115
100
60
0.7
0.0
limit_heading_range
all
Heli Secondary Fine Aim
0.35
-0.1
-0.8
-35
55
-0.45
115
100
40
0.7
0.0
limit_heading_range
all
Vault Primary
all
0.0
1.7
-0.8
-45
65
0.6
85
90
45.0
2.6
0.05
Vault Secondary
all
0.0
1.7
0.0
-45
65
0.6
85
90
45.0
2.6
0.05
Tank MG
all
0
1.5
0
-50
40
0.0
85
90
50.0
8
0.0
use_seat_pos
Tank MG Fine Aim
all
0
1.5
0
-50
40
0.0
85
90
40.0
6
0.0
use_seat_pos
Bike Aim
all
0
1.25
0.5
-50
40
0.0
85
90
50.0
6.25
0.0
use_seat_pos
Bike Fine Aim
all
0
1.25
0.5
-50
40
0.0
85
90
40.0
4
0.0
use_seat_pos
Humvee MG
all
0
3.25
0.08
-50
40
0.0
85
90
50.0
9
0.0
Humvee MG Fine Aim
all
0
3.25
0.08
-50
40
0.0
85
90
40.0
6
0.0
MRAP MG
all
0.0
2.25
-0.6
-50
40
0.0
85
90
50
8
0.0
MRAP MG Fine Aim
all
0.0
2.25
-0.6
-50
40
0.0
85
90
40
6
0.0
APC Aim
all
0.5
2
0.35
-50
40
0.0
85
90
50
8
0.0
APC Fine Aim
all
0.5
2
0.35
-50
40
0.0
85
90
40
6
0.0
Fire Truck Aim
all
0
3
3.9
-50
40
0.0
85
90
50
16
0.0
Fire Truck Fine Aim
all
0
3
3.9
-50
40
0.0
85
90
40
12
0.0
VTOL Aim
all
0
3.5
4.5
-37.5
75
0.0
85
90
40
25
0.0
VTOL Fine Aim
all
0
3.5
4.5
-37.5
75
0.0
85
90
30
15
0.0
UFO Aim
all
0
3.5
1.5
-37.5
75
0.0
85
90
40
25
0.0
UFO Fine Aim
all
0
3.5
1.5
-37.5
75
0.0
85
90
30
15
0.0
Heli Aim
all
0
3.5
0
-37.5
75
0.0
85
90
40
25
0.0
Heli Fine Aim
all
0
3.5
0
-37.5
75
0.0
85
90
30
15
0.0
ball
all
0.0
-0.5
0
-75
65
1.0
85
90
60.0
1.3
0
use_seat_pos
ball Fine Aim
all
0.0
-0.5
0
-75
65
0.8
85
90
30
1.8
0
use_seat_pos
Heli Skid Primary
all
-2
0.2
0
-35
65
0.45
120
320
60.0
0.85
0.0
limit_heading_range
Heli Skid Secondary
all
1.3
0.2
0.1
-35
65
0.45
120
40
60.0
0.85
0.0
limit_heading_range
Passenger Aim
all
1
1.6
0
-45
65
0
85
90
50.0
7.0
0.0
use_seat_pos
Passenger Fine Aim
all
1
1.6
0
-45
65
0
85
90
30.0
7.0
0.0
use_seat_pos
Left Passenger Aim
all
-1
1.6
0
-45
65
0
85
90
50.0
7.0
0.0
use_seat_pos
Left Passenger Fine Aim
all
-1
1.6
0
-45
65
0
85
90
30.0
7.0
0.0
use_seat_pos
Passenger Aim Lrg
all
2
3
-2
-45
65
0
85
90
50.0
16
0.0
use_seat_pos
Passenger Fine Aim Lrg
all
2
3
-2
-45
65
0
85
90
40.0
12
0.0
use_seat_pos
Boat Aim
all
2
3
0
-45
65
0
85
90
50.0
8.0
0.0
use_seat_pos
Boat Fine Aim
all
2
3
0
-45
65
0
85
90
50.0
8.0
0.0
use_seat_pos
Passenger Aim Tall
all
1
2
0
-45
65
0
85
90
50.0
7.0
0.0
use_seat_pos
Passenger Fine Aim Tall
all
1
2
0
-45
65
0
85
90
40.0
3.0
0.0
use_seat_pos
0.9
1.0
17
17
Camera
TableDescription
Everything we can expose (so far) regarding camera
behaviors.
true
Name
String
true
Camera
6
panning_group
Element
Panning Group
Variables concerning the panning behavior of the
camera.
fast_pan_horizontal_multiplier
Float
When the stick is pegged, this is the destination speed to multiply horizontal movement by.
8.0
fast_pan_vertical_multiplier
Float
When the stick is pegged, this is the destination speed to multiply vertical movement by.
4.0
slow_pan_horizontal_multiplier
Float
Multiply horizontal movement by this amount.
0.3
slow_pan_vertical_multiplier
Float
Multiply vertical movement by this amount.
0.7
peg_accel_pan_horizontal_min
Float
When pegging the stick, this is the minimum horizontal pan acceleration (if sensitivity is at 0%)
4.0
peg_accel_pan_horizontal_max
Float
When pegging the stick, this is the maximum horizontal pan acceleration (if sensitivity is at 100%)
8.0
peg_accel_pan_vertical_min
Float
When pegging the stick, this is the minimum vertical pan acceleration (if sensitivity is at 0%)
3.0
peg_accel_pan_vertical_max
Float
When pegging the stick, this is the maximum horizontal pan acceleration (if sensitivity is at 100%)
6.0
zoom_scale_min
Float
When zoomed, multiply all movement by an amount between this and zoom_scale_max based on the zoom magnification.
0.4
zoom_scale_max
Float
When zoomed, multiply all movement by an amount between this zoom_scale_min and this value based on the zoom magnification.
0.02
fast_pan_input_threshold
Float
How far off-center must the stick be before it is considered
"pegged"?
0.75
0
1
accel_scale
Float
Radians/sec/sec to accelerate the camera's
movement by when in the "fast-pan" zone. Maximum
speed will still be capped by the fast-pan multipliers.
6.0
decel_scale
Float
Radians/sec/sec to decelerate the camera by
when in the fast-pan zone. (There is a small region of
movement in the fast-pan zone, but this is mostly a relic
from when all camera movement was based in
acceleration/deceleration.)
10.0
fine_aim_accel_scale
Float
Radians/sec/sec to accelerate the camera's
movement by when in fine-aim mode. Maximum
speed will still be capped by the fast-pan multipliers.
0.0
fine_aim_decel_scale
Float
Radians/sec/sec to decelerate the camera by
when in fine-aim mode.
0.0
hpan_threshold
Float
pegged_horizontal_deadzone
If the stick is pegged, it must have at least this much
horizontal input for the camera to move horizontally.
Think of it like a plus-sign you can make with the stick which
only allows either vertical or horizontal movement - outside
of this plus sign you get both horizontal and vertical, but
within this plus sign you only get one or the other. This
value sets the width of the up-down bar of the plus-sign
where there will only be vertical movement.
0.04
vpan_threshold
Float
pegged_vertical_deadzone
If the stick is pegged, it must have at least this much
vertical input for the camera to move vertically.
Picking up from the description of the
pegged_horizontal_deadzone, this value adjusts the height of
the left-right bar of the plus-sign where there will only
be horizontal movement.
0.04
heavy_weapon_horiz_dampening
Float
heavy weapon horizontal dampening when using a mouse to control the camera.
0.3
0
1
True
heavy_weapon_vert_dampening
Float
1
0
1
True
heavy_weapon_horiz_dampening_mouse
Float
0.3
0
1
True
heavy_weapon_vert_dampening_mouse
Float
1
0
1
True
human_shield_horiz_dampening
Float
0.3
0
1
True
human_shield_vert_dampening
Float
1
0
1
True
human_shield_horiz_dampening_mouse
Float
human shield horizontal dampening when using mouse to control camera.
0.3
0
1
True
human_shield_vert_dampening_mouse
Float
human shield verical dempening when using mouse to control camera.
1
0
1
True
fine_aim_horiz_dampening
Float
0.3
0
1
True
fine_aim_vert_dampening
Float
1.0
0
1
True
fine_aim_horiz_dampening_mouse
Float
fine aim horizontal dampening when using mouse to control camera.
0.3
0
1
True
fine_aim_vert_dampening_mouse
Float
fine aim vertical dampening when using mouse to control camera.
1.0
0
1
True
tank_horiz_dampening
Float
0.2
0
1
True
tank_vert_dampening
Float
0.1
0
1
True
tank_horiz_dampening_mouse
Float
0.4
0
1
True
tank_vert_dampening_mouse
Float
0.6
0
1
True
tank_horiz_dampening_genki
Float
0.4
0
1
True
tank_vert_dampening_genki
Float
0.4
0
1
True
tank_horiz_dampening_genki_mouse
Float
0.65
0
1
True
tank_vert_dampening_genki_mouse
Float
0.65
0
1
True
interior_h_dampening
Float
multiplier applied to camera heading rotation when in interiors
1.0
0
1
True
interior_v_dampening
Float
multiplier applied to camera pitch rotation when in interiors (overridden by the fine aim dempening)
1.0
0
1
True
interior_h_dampening_mouse
Float
interior horizontal dampening when using mouse.
1.0
0
1
True
interior_v_dampening_mouse
Float
interior vertical dampening when using mouse.
1.0
0
1
True
skydive_h_dampening
Float
Skydiving horizontal camera rotation damepning.
0.5
0
1
True
skydive_v_dampening
Float
Skydiving vetical camera rotation damepning.
0.5
0
1
True
skydive_h_dampening_mouse
Float
skydive h dampening when using mouse.
0.5
0
1
True
skydive_v_dampening_mouse
Float
Skydiving vertail camera rotation damepning when using a mouse
0.5
0
1
True
freefall_h_dampening
Float
Horizontal dampening when the free falling (in normal gameplay).
0.0
0
1
True
freefall_h_dampening_mouse
Float
0.0
0
1
True
parachute_h_dampening
Float
Horizontal dampening when the parachute is open (in normal gameplay).
0.0
0
1
True
parachute_h_dampening_mouse
Float
Horizontal dampening when the parachute is open while using the mouse to control the camera (in normal gameplay).
0.0
0
1
True
helicopter_h_dampening
Float
Horizontal dampening when driving a helicopter.
0.8
0
1
True
helicopter_h_dampening_mouse
Float
Horizontal dampening when driving a helicopter using the mouse to control the camera.
0.8
0
1
True
Notes
String
Notes about the variables here.
false
true
asvct_group
Element
ASVCT Group (Sticky Camera)
Variables concerning the Alvan's Special Vehicle
Camera Timestamp, one of our worst-named variables ever,
and the timestamp that is responsible for determining
how long we make the camera "stick" in a position
relative to the vehicle after it has been moved by the user.
default_time
Float
The default time (seconds) that we stick the camera
in-place after the user has moved it.
3.0
0
stationary_time
Float
Time (seconds) that we stick the camera in-place when the
user moves it around a stationary vehicle.
0.5
0
stationary_threshold
Float
Maxmimum velocity (meters/second) squared at
which a vehicle is considered stationary for the sake of
choosing how long to stick the camera in place after the user
has moved it around the
vehicle.
1.0
0
Notes
String
Notes about the variables here.
false
follow_aggression_group
Element
Follow Aggression Group
Variables concerning Flavin's follow aggression system.
default_swing_rate
Float
The default swing rate of the camera as it tries to follow the
target according to the follow aggression system.
Basically, this scales the efffects of the follow
aggression system.
0.02526
0
Notes
String
Notes about the variables here.
false
hill_tracking_group
Element
Hill Tracking Group
Variables concerning hill-tracking when the player is
in a vehicle.
default_aggression
Float
Default hill tracking aggression. Larger values
make the camera try harder to follow the slope of a hill,
smaller values make the camera more lenient.
0.95
0
genki_aggression
Float
hill tracking aggression for the genki yarn ball. Larger values
make the camera try harder to follow the slope of a hill,
smaller values make the camera more lenient.
0.5
0
Notes
String
Notes about the variables here.
false
melee_lock_group
Element
Melee Lock Group
Paremeters for the melee camera lock system.
Max_COC_Radius
Float
Max COC Radius
16.0
Preblur_Radius
Float
Preblur Radius
8.0
Near_Dist
Float
Near Dist
0.5
Ideal_Near_Dist
Float
Ideal Near Dist
3.5
Ideal_Far_Dist
Float
Ideal Far Dist
4.5
Far_Dist
Float
Far Dist
50.0
Vertical_Rotation
Float
Vertical Rotation Melee
How far (in radians) to rotate the camera vertically.
0.3
Horizontal_Rotation
Float
Horizontal Rotation Melee
How far (in radians) to rotate the camera horizontally.
0.3
Vertical_Rotation_Finisher
Float
Vertical_Rotation_FC_Finisher
0.0
Horizontal_Rotation_Finisher
Float
Horizontal_Rotation_FC_Finisher
0.0
Vertical_Rotation_Zombie
Float
0.0
Horizontal_Rotation_Zombie
Float
0.0
sway_group
Element
Sway Group
Camera parameters that control camera sway behavior (mostly for drug effects).
roll_offset_multiplier
Float
Roll Offset Multiplier
A multiplier applied to the sway frequency when calculating the roll sway amount. This controls how quickly the camera roll sways, when compared to the heading sway.
0.9
drunk_sway_speed
Float
Drunk Sway Speed
How quickly the camera oscillates (sways) back and forth while drunk. Bassically, this controls the frequency of the sway.
1.0
0
max_drunk_heading
Int
Max Drunk Heading
The maximum heading component of the drunk camera sway (degrees). This is multiplied by the drunk percentage to figure out the actual heading to apply to the camera.
17
0
180
True
max_drunk_roll
Int
Max Drunk Roll
The maximum roll component of the drunk camera sway (degrees). This is multiplied by the drunk percentage to figure out the actual roll to apply to the camera.
17
0
180
True
miscellany_group
Element
Miscellaneous Group
Miscellaneous values.
pitch_reset_time
Float
Time (seconds) for the camera to spend resetting its pitch
from an arbitrary value.
1.3
0
backaway_speed
Float
Speed (meters/sec) that the camera will try to back away from a target when an obstruction forced it to come closer to the target than the angle's ideal distance suggested.
3.0
0
Manual_Aim_Elevation_Angle
Float
Manual Aim Elevation Angle
Degrees by which the players gunfire is redirected so it will hit the reticle.
0.0
Manual_Vehicle_Aim_Elevation_Angle
Float
Manual Vehicle Aim Elevation Angle
Degrees by which the players gunfire is redirected so it will hit the reticle for vehicles.
0.0
Helicopter_Landing_Pitch
Float
The angle (0-1) percentage the landing camera rotates upwards to look down.
0.0
Helicopter_Landing_Max_Speed
Float
The maximum speed (m/s) the helicopter can be moving and have the landing camera engage.
0.0
Helicopter_Landing_Max_Altitude
Float
The max height(m) the helicopter can be from the nearest geometry directly below it and have the landing camera engage.
0.0
Exterior_Interior_Blend_Time
Float
0.0
Ragdoll_Blend_Time
Float
Ragdoll Blend Time
The amount of time (in seconds) for the ragdoll blend.
0.0
Notes
String
Notes about the variables here.
false
submodes
Grid
Submodes
submode
Element
name
String
X= distance to the side of the player
Y= distance up from player
Z= distance back from player
Aspect
Selection
all
widescreen
standard
all
lookat_offset
Vector
Pre-rotation offset from the player.
X
Float
0.0
Y
Float
0.0
Z
Float
0.0
min_elevation
Float
The lowest angle the camera can rotate down to.
0.0
max_elevation
Float
The highest angle the camera can rotate up to.
0.0
default_elevation
Float
false
0.0
base_fov
Float
60.0
z_dist
Float
Post-rotation distance from PC.
Higher is farther away.
0.0
y_dist
Float
Post-rotation height from PC.
Higher is higher up.
This default position can be undone by the player changing the camera pitch.
0.0
blend_time
Float
Time required to blend into/out of this camera mode.
1.0
override_exit_blend_time
Selection
override exit blend time
Should this submode's blend time override the blend-in time of the next submode?
False
True
False
x_shift
Float
Amount the camera is shifted horizontally after each frame of processing. The camra is shifted back at the beginning of each frame.
0.0
15
vehicle_fallbacks
Grid
Vehicle_fallbacks
vehicle_fallback
Element
name
String
distance
Float
0.0
rampin
Int
0
duration
Int
0
return
Int
0
15
Vehicle_Aims
Grid
Vehicle Aims
Vehicle aim, fine aim, and zoom cameras used when in specific seats. The lookat offset is kept relative to the vehicle rather than the human, unless marked to use the seat position, or target the player.
Vehicle_Aim
Element
Vehicle Aim
Name
String
Aspect
Selection
widescreen
standard
widescreen
all
Lookat_Offset
Vector
Lookat Offset
X
Float
0.0
Y
Float
0.0
Z
Float
0.0
Min_Pitch
Float
Min Pitch
-45
Max_Pitch
Float
Max Pitch
65
X_Shift
Float
X Shift
0.0
Heading_Range
Float
Heading Range
Horizontal range of movement in vehicle fine aim mode
85
Heading_Center
Float
Heading Center
The heading that the camera faces relative to the vehicle's forward vector
90
base_fov
Float
60.0
z_dist
Float
Post-rotation distance from PC.
Higher is farther away.
0.0
y_dist
Float
Post-rotation height from PC.
Higher is higher up.
This default position can be undone by the player changing the camera pitch.
0.0
flags
Flags
limit_heading_range
turn_player_toward_camera
turn_camera_with_vehicle
use_seat_pos
15
False
Entries