PFS Vision

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Revision as of 08:29, 15 September 2022 by Nico (talk | contribs)
PFS vision system huds 1024.png

[PFS] Vision

The [PFS] Vision system is a tool to increase your immersion while enforcing some view effect on your side, you will be able to:
- Blind using the sphere view technology to limit your view distance
- Change the avatar into a simple silhouette past a distance
- Replace the world textures by an unique one
- Block your camera inside the sphere view
- Hide your location
- Block the start IM within a distance (RLVa only)
- Display your keyholder position and rotation on a radar
- Add an mask overlay (RLVa) or a mask HUD (RLV) with differents forms
- Adjust the transparency of the mask
- Adjust the main color of the mask (RLVa only)
- Lock your environnement with EEP settings
- Force the mouselook view
- lock your camera position
- limit your camera mouvement within a range
- focus your camera to look at a certain part of your keyholder


Warning64.png

WARNING: Some people can be more sensitive to some visual effect which can trigger motion sickness or other type of seizures. use it wisely and respects people safewording!


.1 Generalities

This object has been scripted in an unique way to make it flexible, versatile, accessible, modifiable and robust. In particular these themes has been defined as a new standard for today's and tomorrow PFS products and affiliate creators

1.1 RLV

As a viewer standard, RLV restrictions are filtered to the object UUID and if your object uses same restrictions for several functions, you may run into trouble and the result may look a way different than expected. Thay's why RLV, here, is managed to the script level. You can have several scripts triggering restrictions w/o any interactions between them. You can easily follows the object restrictions table from the RLV menu.
Both RLV and RLVa are supported here but for some special features like screen overlay an addition attachement is required for RLV users. Even if most of us uses RLVa viewers today we still need to make things compatible to previous standards.

1.1 Access

The menu access is build in an inovative way. As standard, everyone can access the menu, with different access levels. Access levels are:
- public
- locker
- keyholder
- selftouch
Depending on the lock state of the object, you may get different access levels (they are cumulable) which allows you to do things or not. The not allowed functions are strikethrough but the positive side is you can still read every parameter and setting, including the user.
The menu is still mono user but the keyholder has always the priority to access it.
The use of the API allows you to override the actual keyholder, this will help you to implement your own access list from wherever you want.

You can also access it using the command line over channel 7, just hit /7##vision to get access to the main menu of the object. Replace ## with the user 2 first letter of the user name.

1.1 Configurable

The object include a "config" notecard that allows you to modify it to your wishes. In our case here you can for example adds your own mask textures or your own world textures. There is no limitation except the script memory, consider you can have up to 20 masks textures and up to 20 world textures. For the world texture we prefer image file w/o alpha values.