// TMR: Optics initialization and functions // (C) 2013 Ryan Schultz. See LICENSE. // Request a resource layer from the game engine. AGM_Optics_scopeRSC = ["AGM_Optics_Scope"] call BIS_fnc_rscLayer; // Set global variables AGM_Optics_inScope = false; // Is the scope up? AGM_Optics_currentOptic = ""; // What optic is attached right now? 0 = 0 spawn { waituntil {!isNull (findDisplay 46)}; [] call AGM_Optics_fnc_initScope; // PiP technique by BadBenson AGM_Optics_Camera = "camera" camCreate (positioncameratoworld [0,0,0]); AGM_Optics_Camera camSetFov 0.7; AGM_Optics_Camera camSetTarget player; AGM_Optics_Camera camCommit 1; "agm_optics_rendertarget0" setPiPEffect [2, 1.0, 1.0, 1.0, 0.0, [0.0, 1.0, 0.0, 0.25], [1.0, 0.0, 1.0, 1.0], [0.199, 0.587, 0.114, 0.0]]; AGM_Optics_Camera cameraEffect ["INTERNAL", "BACK","agm_optics_rendertarget0"]; waitUntil {[] call AGM_Optics_fnc_mainLoop; False}; };