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