Question[?How?]Get Camera Orientation

Posts 115 of 20 · Page 1 of 2
[?How?]Get Camera Orientation
Recently I had an idea of how to make real ghost mode useing camera orientations and trig, only problem is I do not know how to get the camera orientation(s) along the y, x, and z axis, which I need in order to make this.

ALL I'm asking is how to get the camera orientations, not need any help with the triganometry.

Also, incase anyone knows before hand, is the orientation in radians or degrease?
HOBJECT. (Maybe? /)
__________________
get your viewangles (use a memory searcher to search it) and work with it. its all in radians
Quote Originally Posted by Gordon` View Post
get your viewangles and work with it. its all in radians
WOW, do you get what I'm asking? I'm asking HOW TO DO THAT, so telling me to do what I want to is not helping, this is supposed to be the HELP thread, so why does no one ever help?

@.L33T: And w t f is that, this site is bull, no one can ever just simpley "help" they all have to be smart ass shits.
i see two good answers, so whats up with you?

i say search your viewangles (like if you would know what it is you would know how to search it) also i answered you the question about if its radian or not. also L33T helped you. it also possible the get the HOBJECT from the camera to get its position and its viewpoint and viewangles

but how? move your ass and start doing instead of annoying other ppl. be thankful for answers. you did not choose the best forum to ask smth like that
dude, my point is thank you for that, but how do I do those things?
Viewangles tell you where are you looking at.
There are pitch, yaw and roll. All of these are radians in Combat Arms.
Pitch changes when you move your crosshair up and down, yaw when you move it left or right. These are all stored as floats in memory. These tips may help you finding it.

That are the structs I made:
Code:
struct CViewangles
{
    /*0x00*/    char unknown0[72];
    /*0x48*/    float pitch;
    /*0x4C*/    float yaw; 
    /*0x50*/    float roll;
    /*0x54*/    char unknown84[216];
    /*0x12C*/    CCamera1* cam1;
    /*0x130*/    CCamera2* cam2; 
};

struct CCamera1
{
    /*0x00*/    char unknown0[4];
    /*0x04*/    LTVector pos1;
    /*0x10*/    LTVector pos2;
};

struct CCamera2
{
    /*0x00*/    char unknown0[24];
    /*0x18*/    LTVector pos;
};
BTW: when you find it, try adding PI to the roll angle. quite funny
Quote Originally Posted by Gordon` View Post
Viewangles tell you where are you looking at.
There are pitch, yaw and roll. All of these are radians in Combat Arms.
Pitch changes when you move your crosshair up and down, yaw when you move it left or right. These are all stored as floats in memory. These tips may help you finding it.

That are the structs I made:
Code:
struct CViewangles
{
    /*0x00*/    char unknown0[72];
    /*0x48*/    float pitch;
    /*0x4C*/    float yaw; 
    /*0x50*/    float roll;
    /*0x54*/    char unknown84[216];
    /*0x12C*/    CCamera1* cam1;
    /*0x130*/    CCamera2* cam2; 
};

struct CCamera1
{
    /*0x00*/    char unknown0[4];
    /*0x04*/    LTVector pos1;
    /*0x10*/    LTVector pos2;
};

struct CCamera2
{
    /*0x00*/    char unknown0[24];
    /*0x18*/    LTVector pos;
};
BTW: when you find it, try adding PI to the roll angle. quite funny
You had to give him shit
ty, this should help.

lol, i can only guess seeing pi has to do with a circle, I'm guessing something real strange.

Ghost mode seems extremely simple, I'm going to use the trigenometry of the camera angles to change the camera offset.just need to find out what axos it up and down for rotation, I know that the "y" axis is vertical, and so it would rotate you left and right, but which axis do you straft on?
Example:

Code:
class LTVector
{
	public:
		char unknown0[72]; //0x00
                float pitch; //0x48
                float yaw; //0x4C
                float roll; //0x50
                char unknown84[216]; //0x54
                CCamera1* cam1; //0x12C
                CCamera2* cam2; //0x130

};

class CCamera1
{
	public:
		char unknown0[4]; //0x00
                LTVector pos1; //0x04
                LTVector pos2; //0x10
};

class CCamera2
{
	public:
	        char unknown0[24]; //0x00
                LTVector pos; //0x18
};

//typedef CCamera1*        HOBJECT1;
//typedef CCamera1*        HLOCALOBJ1;
typedef CCamera2*        HOBJECT2;
typedef CCamera2*        HLOCALOBJ2;

class CILTClient //Camera 2
{
	public:
		char szUnknown0[0x208];
		int ( *RunConsoleCommand )( const char * szCommand ); 
		HLOCALOBJ2 ( *GetClientObject )( void ); 
};

HLOCALOBJ2 myObj;
LTVector objPos;

if(GetAsyncKeyState(VK_UP)<0){
	
	myObj = ILTClient->GetClientObject();
	myObj->Pos.pitch += 15;
	Sleep(100);

}
biggest fail ever T0y. doesnt make any sense:

Code:
myObj->Pos.pitch += 15;
Why:

Code:
typedef CCamera2*        HLOCALOBJ2;
CCamera2 has no pitch, yaw. So stop spamming and delete your post.
Quote Originally Posted by Gordon` View Post
biggest fail ever T0y. doesnt make any sense:

Code:
myObj->Pos.pitch += 15;
Why:

Code:
typedef CCamera2*        HLOCALOBJ2;
CCamera2 has no pitch, yaw. So stop spamming and delete your post.
relax, it's just an example not real one -_- i just want the TS get some picture.
Err... you probably shouldn't do this if you haven't heard of the unit circle.

Code:
//X:
sin(yaw);
//Y:
sin(-pitch);
//Z:
cos(yaw);
???
I know how to do the sine and cosine and tangant ect, I just did not know how to get the orientation. thank you, i have this semi working now.
Why am I getting the error

Code:
missing type specifier - int assumed. Note: C++ does not support default-int
when I try that?
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