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ac6-refmat:param:lockcamparam

LockCamParam

Fields

Field Type Offset Description Notes
camDistTarget f32 0x0 The distance the camera is placed from the current target. In metres.
rotRangeMinX f32 0x4 The minimum rotational value on the X-axis for the camera. In degrees.
lockRotXShiftRatio_Base f32 0x8 The standard value of rotation * rotation shift rate. 0.0 is the centre of screen, 1.0 is the top, -1.0 is the bottom.
chrOrgOffset_Y f32 0xc The height of the camera's look point (from the character's root position, when touching the ground). In metres.
chrLockRangeMaxRadius f32 0x10 The maximum radius from the character's root position that the camera can be locked-on to.
camFovY f32 0x14 The vertical field of view to apply when active to the camera.
chrTransChaseRateForNormalX f32 0x18 The character tracking rate for left and right motion, applied to the camera.
chrTransChaseRateForNormalU f32 0x1c The character tracking rate for up and down motion, applied to the camera.
chrTransChaseRateForNormalF f32 0x20 The character tracking rate for forward motion, applied to the camera.
chrTransChaseRateForNormalB f32 0x24 The character tracking rate for backward motion, applied to the camera.
lockRotXShiftRatio_LerpRate f32 0x28 The interpolation rate for the 'Rotation: Shift Ratio' field, independant of distance.
shoulderOverDeg f32 0x2c If not 0, then an over-the-shoulder perspective is applied. If positive, the character is to the left, if negative, to the right.
lockCamParamLerpRate f32 0x30 The interpolation rate for the lock-camera parameters.
shoulderOverChangeDirectionMethod u8 0x34 The turning method applied for the over-the-shoulder perspective. This field uses the following enum: LOCK_CAM_OVER_SHOULDER_DIRECTION_CHANGE_TYPE
pad2 dummy8 0x35 This field is padding.
shoulderOverChangeDirectionSpeed f32 0x38 The turning speed for the over-the-shoulder perspective, if the method is 'Press and Hold (Angle)'
shoulderOverChangeDirectionTimeThreshold f32 0x3c The turning time threshold for the over-the-shoulder perspective, if the method is 'Press and Hold (Time)'
shoulderOverChangeDirectionLerpRate f32 0x40 The turning interpolation rate for the over-the-shoulder perspective.
chrTransChaseRateParam_AccelMaxX f32 0x44 The maximum acceleration rate when tracking a character on the horizontal (X-axis) plane. In metres per second ^ 2.
chrTransChaseRateParam_ChaseRateDecreaseMaxX f32 0x48 The maximum deceleration if tracking a character on the horizontal (X-axis) plane, after having reached acceleration maximum. In metres per second ^ 2.
chrTransChaseRateForNormalX_LerpRate f32 0x4c The interpolation rate for tracking a character on the horizontal (X-axis) plane.
shoulderOverChangeDirectionShortTimeThreshold f32 0x50 The turning time threshold for the over-the-shoulder perspective, if the method is 'Play Short'. Do not set below 1 frame.
chrTransChaseRateParam_AccelMaxY f32 0x54 The maximum acceleration rate when tracking a character on the vertical (Y-axis) plane. In metres per second ^ 2.
chrTransChaseRateParam_ChaseRateDecreaseMaxY f32 0x58 The maximum deceleration if tracking a character on the vertical (Y-axis) plane, after having reached acceleration maximum. In metres per second ^ 2.
chrTransChaseRateForNormalY_LerpRate f32 0x5c The interpolation rate for tracking a character on the vertical (Y-axis) plane.
shoulderOverChangeDirectionMinAngleThreshold f32 0x60 The minimum rotation input threshold for the over-the-shoulder perspective, if the method is 'Play Short'. In radians.
lockRotChaseRate f32 0x64 The tracking rate when the camera is locked-on to another character.
rotSpeed_Min_X f32 0x68 The minimum rotation speed on the X-axis. In degrees per second.
rotSpeed_Max_X f32 0x6c The maximum rotation speed on the X-axis. In degrees per second.
rotHiSpeed_Min_X f32 0x70 The minimum rotation speed on the X-axis in the high-speed state. In degrees per second.
rotHiSpeed_Max_X f32 0x74 The maximum rotation speed on the X-axis in the high-speed state. In degrees per second.
priority u16 0x78 The priority at which this parameter is applied. If the priority is the same as another, the ordering is handled internally.
doInverseTurnDirection u8 0x7a [0] If ON, when the character is on the left-hand side of the screen, and turns to the right, the over-the-shoulder perspective will switch, and vice versa. This field is a boolean.
doUseOverShoulderViewWhenLockOn u8 0x7a [1] If ON, then the over-the-shoulder perspective will apply whilst locked-on. This field is a boolean.
doUseOverShoulderViewWhenNotLockOn u8 0x7a [2] If ON, then the over-the-shoulder perspective will apply whilst not locked-on. This field is a boolean.
doIgnoreOptionRotSpeedRate u8 0x7a [3] If ON, optional rotation speed rate is ignored (if ignored, the value used is 5). This field is a boolean.
padding0 dummy8 0x7a [4-7] This field is padding.
padding01 dummy8 0x7b This field is padding.
locksiteMoveFactor f32 0x7c The factor to use with the movement speed value for the lock reticule when moving.
rotRangeMaxX f32 0x80 The maximum rotational value on the X-axis for the camera. In degrees.
rotRangeMinY f32 0x84 The minimum rotational value on the Y-axis for the camera. In degrees.
rotRangeMaxY f32 0x88 The maximum rotational value on the Y-axis for the camera. In degrees.
chrTransChaseRateForNormalD f32 0x8c The character tracking rate for down motion, applied to the camera.
lockRotXShiftRatio_Min f32 0x90 The minimum value of rotation * rotation shift rate. 0.0 is the centre of screen, 1.0 is the top, -1.0 is the bottom.
lockRotXShiftRatio_Max f32 0x94 The maximum value of rotation * rotation shift rate. 0.0 is the centre of screen, 1.0 is the top, -1.0 is the bottom.
lockRotXShiftRatio_LerpMinDist f32 0x98 The minimum distance for the interpolation of the rotation * rotation shift rate.
lockRotXShiftRatio_LerpMidMinDist f32 0x9c The middle-minimum distance for the interpolation of the rotation * rotation shift rate.
lockRotXShiftRatio_LerpMidMaxDist f32 0xa0 The middle-maximum distance for the interpolation of the rotation * rotation shift rate.
lockRotXShiftRatio_LerpMaxDist f32 0xa4 The maximum distance for the interpolation of the rotation * rotation shift rate.
chrTransChaseRateParam_ChaseRateDecreaseBySpeedMaxX f32 0xa8 The maximum amount of horizontal tracking reduction due to the speed of the character.
chrTransChaseRateParam_MaxHorizontalSpeed f32 0xac The horizontal speed at which the horizontal tracking rate is the lowest. In metres per second.
chrTransChaseRateParam_ChaseRateDecreaseBySpeedMaxFront f32 0xb0 The maximum amount of horizontal (front) tracking reduction due to the speed of the character.
chrTransChaseRateParam_ChaseRateDecreaseBySpeedMaxBack f32 0xb4 The maximum amount of horizontal (Back) tracking reduction due to the speed of the character.
closeToTargetDistance f32 0xb8 The minimum distance away from a target that the camera is able to lock-on to them. In metres.
overShoulderRadLerpRate f32 0xbc The interpolation rate for the over-the-shoulder turning. In radians.
overShoulderRadLerpRateWhenLockOnOff f32 0xc0 The interpolation rate for the over-the-shoulder turning when unlocked. In radians.
overShoulderRadLerpRateLerpRate f32 0xc4 The interpolation of the interpolation rate for the over-the-shoulder turning. In radians.
chrTransChaseRateForQBX f32 0xc8 The horizontal tracking rate during quick-boost of characters.
chrTransChaseRateForQBF f32 0xcc The forward tracking rate during quick-boost of characters.
chrTransChaseRateForQBB f32 0xd0 The backward tracking rate during quick-boost of characters.
chrTransChaseRateForBoostX f32 0xd4 The horizontal tracking value during quick-boost of characters.
chrTransChaseRateForBoostF f32 0xd8 The forward tracking value during quick-boost of characters.
chrTransChaseRateForBoostB f32 0xdc The backward tracking value during quick-boost of characters.
chrTransChaseRateForNormalF_LerpRate f32 0xe0 The interpolation rate of the forward tracking rate during quick-boost.
chrTransChaseRateForNormalB_LerpRate f32 0xe4 The interpolation rate of the backward tracking rate during quick-boost.
shootTargetLookUpAngAtUnlock f32 0xe8 The angle at which the camera looks when it is a free camera (whilst unlocked).
shootTargetLookUpAngAtLock f32 0xec The angle at which the camera looks when it is a free camera (whilst locked).
lockRotChasePlayAngHorizontal f32 0xf0 The horizontal tracking rotation angle to use during lock-on. In degrees.
camLookupOffsetY f32 0xf4 The offset to apply to the upwards camera look on the Y-axis. In metres.
camLookupOffsetZ f32 0xf8 The offset to apply to the upwards camera look on the Z-axis. In metres.
camLookdownOffsetY f32 0xfc The offset to apply to the downwards camera look on the Y-axis. In metres.
camLookdownOffsetZ f32 0x100 The offset to apply to the downwards camera look on the Z-axis. In metres.
lockRotChaseRateRecoverRateAfterCrossing f32 0x104 The higher the value, the faster the camera will rotate towards the target after moving pass them.
crossingLockRotChaseRate f32 0x108 The lock-on rotation tracking rate to apply after moving pass the target. The smaller the value, the more linear our movement will be.
crossingLastTime f32 0x10c The duration of the passing moment, the moment we pass our target.
crossingHorizontalDistanceThreshold f32 0x110 The horziontal distance threshold to trigger the passing state between us and our target. In metres.
crossingRelativeVelocityThreshold f32 0x114 The relative velocity required to 'pass' our target. The horizontal velocity between us and our target must be above this threshold.
lockRotChasePlayAngVertical f32 0x118 The vertical tracking rotation angle to use during lock-on. In degrees.
lockRotChasePlayAngHorizontalReturnLerpRate f32 0x11c The interpolation rate when the target returns to the centre of the screen from a horizontal angle.
lockRotChasePlayAngVerticalReturnLerpRate f32 0x120 The interpolation rate when the target returns to the centre of the screen from a vertical angle.
camAutoPullWhenLookUpRotXThreshold f32 0x124 Applies when the camera looks up. The angle on the X-axis at which the threshold for the automatic camera pulling occurs. -1 means it will trigger if the camera descends to the character's root position. Set to 90 to disable the pulling.
camAutoPullWhenLookUpWeight f32 0x128 Applies when the camera looks up. The higher the weight, the lower the rotation. Higher values mean the view is pulled closer to the character, away from the target.
camAutoPullWhenLookUpCamDistWeight f32 0x12c Applies when the camera looks up. The magnification rate to apply to the automatic camera pulling.
camAutoPullWhenLookUpCamDistMax f32 0x130 Applies when the camera looks up. The maximum distance for the automatic camera pulling.
chrOrgOffset_Y_Up f32 0x134 The height of the camera's look point (from the character's root position, whilst ascending). In metres.
chrOrgOffset_Y_Down f32 0x138 The height of the camera's look point (from the character's root position, whilst descending). In metres.
chrOrgOffset_Y_LerpRate f32 0x13c The interpolation rate for the character height offset.
chrOrgOffset_Y_MuteAirLerpRate f32 0x140 The interpolation rate for the character height offset, after the 'Disable camera aerial offset (for PC)' event has been triggered via TAE.
playerFadeDist f32 0x144 The distance between the camera and the character at which the dither fade starts.
rotSpeed_Min_Y f32 0x148 The minimum rotation speed on the Y-axis. In degrees per second.
rotSpeed_Max_Y f32 0x14c The maximum rotation speed on the Y-axis. In degrees per second.
rotHiSpeed_Min_Y f32 0x150 The minimum rotation high-speed on the Y-axis. In degrees per second.
rotHiSpeed_Max_Y f32 0x154 The maximum rotation high-speed on the Y-axis. In degrees per second.
reserve031 dummy8 0x158 This field is padding.

Enums

LOCK_CAM_OVER_SHOULDER_DIRECTION_CHANGE_TYPE

Option Description Notes
0 None
1 Press and Hold (Angle)
2 Press and Hold (Time)
3 Play Short
ac6-refmat/param/lockcamparam.txt · Last modified: by admin