// by commy2 #include "script_component.hpp" disableSerialization; private "_display"; _display = _this select 0; if (!ctrlShown (_display displayCtrl 154)) exitWith { (_display displayCtrl 1713001) ctrlShow false; (_display displayCtrl 1713002) ctrlShow false; (_display displayCtrl 1713005) ctrlShow false; (_display displayCtrl 1713006) ctrlShow false; }; GVAR(camera) setposATL positioncameratoworld [0,0,0.4]; GVAR(camera) camPrepareTarget positioncameratoworld [0,0,50]; GVAR(camera) camCommitPrepared 0; // @todo, check if that needs to be done at all if (cameraView == "GUNNER") then { GVAR(camera) camsetFOV 0.7; GVAR(camera) camcommit 0; } else { GVAR(camera) camsetFOV 0.01; GVAR(camera) camcommit 0; }; // @todo, all weapon types private "_optic"; _optic = (primaryWeaponItems ACE_player) select 2; // calculate lighting private ["_dayOpacity", "_nightOpacity"]; _dayOpacity = call EFUNC(common,ambientBrightness); _nightOpacity = [1,0] select (_dayOpacity == 1); // Apply lighting and make layers visible (_display displayCtrl 1713001) ctrlSetTextColor [1,1,1,1]; (_display displayCtrl 1713002) ctrlSetTextColor [1,1,1,[0,1] select (_dayOpacity < 0.5)]; (_display displayCtrl 1713005) ctrlSetTextColor [1,1,1,_dayOpacity]; (_display displayCtrl 1713006) ctrlSetTextColor [1,1,1,_nightOpacity]; /* (_display displayCtrl 1713001) ctrlCommit 0; (_display displayCtrl 1713002) ctrlCommit 0; (_display displayCtrl 1713005) ctrlCommit 0; (_display displayCtrl 1713006) ctrlCommit 0; */ (_display displayCtrl 1713001) ctrlShow true; (_display displayCtrl 1713002) ctrlShow true; (_display displayCtrl 1713005) ctrlShow true; (_display displayCtrl 1713006) ctrlShow true;