// by commy2 #include "script_component.hpp" if (!hasInterface) exitWith {}; GVAR(camera) = objNull; 0 = 0 spawn { waituntil {!isNull ACE_player}; waituntil {sleep 1; {_x != GVAR(camera)} count allMissionObjects "camera" == 0}; GVAR(camera) cameraEffect ["TERMINATE", "BACK"]; camDestroy GVAR(camera); // PiP technique by BadBenson GVAR(camera) = "camera" camCreate positionCameraToWorld [0,0,0]; GVAR(camera) camSetFov 0.7; GVAR(camera) camSetTarget ACE_player; GVAR(camera) camCommit 1; "ace_optics_rendertarget0" setPiPEffect [0]; GVAR(camera) cameraEffect ["INTERNAL", "BACK", "ace_optics_rendertarget0"]; }; // save control for fired EH ["infoDisplayChanged", { if (!isNull ((_this select 0) displayCtrl 1713001)) then { uiNamespace setVariable [QGVAR(RscWeaponInfo2D), _this select 0]; }; }] call EFUNC(common,addEventHandler); // camera has to be re-created every time another camera is created. Otherwise r2t is either black or transparent. @todo Add popular custom cameras to the event in ACE_common. ["activeCameraChanged", { if !(_this select 1) then { GVAR(camera) cameraEffect ["TERMINATE", "BACK"]; camDestroy GVAR(camera); // PiP technique by BadBenson GVAR(camera) = "camera" camCreate positionCameraToWorld [0,0,0]; GVAR(camera) camSetFov 0.7; GVAR(camera) camSetTarget ACE_player; GVAR(camera) camCommit 1; "ace_optics_rendertarget0" setPiPEffect [0]; GVAR(camera) cameraEffect ["INTERNAL", "BACK", "ace_optics_rendertarget0"]; }; }] call EFUNC(common,addEventHandler);