Mouselook

So I have this mouse look script, but I would like to make it so it could look down more because right now the tilt of the camera is very limited

Here is the code:


######################################################
#
#   MouseLook.py        Blender 2.55
#
#   Tutorial for using MouseLook.py can be found at
#
#    www.tutorialsforblender3d.com
#
#   Released under the Creative Commons Attribution 3.0 Unported License.    
#
#   If you use this code, please include this information header.
#
######################################################

# define main program
def main():
    
    # set default values
    Sensitivity =  0.0005
    Invert = 1
    Capped = False
    
    # get controller
    controller = bge.logic.getCurrentController()
    
    # get the object this script is attached to
    obj = controller.owner
    
    # get the size of the game screen
    gameScreen = gameWindow()
    
    # get mouse movement
    move = mouseMove(gameScreen, controller, obj)
    
    # change mouse sensitivity?
    sensitivity =  mouseSen(Sensitivity, obj)
    
    # invert mouse pitch?
    invert = mousePitch(Invert, obj)
    
    # upDown mouse capped?
    capped = mouseCap(Capped, move, invert, obj)
    
    # use mouse look
    useMouseLook(controller, capped, move, invert, sensitivity)
        
    # Center mouse in game window
    centerCursor(controller, gameScreen)
    
#####################################################

# define game window
def gameWindow():
    
    # get width and height of game window
    width = bge.render.getWindowWidth()
    height = bge.render.getWindowHeight()
    
    return (width, height)

#######################################################

# define mouse movement function
def mouseMove(gameScreen, controller, obj):

    # Get sensor named MouseLook
    mouse = controller.sensors["MouseLook"]

    # extract width and height from gameScreen
    width = gameScreen[0]
    height = gameScreen[1]

    # distance moved from screen center
    x = width/2 - mouse.position[0]
    y = height/2 - mouse.position[1]
    
    # initialize mouse so it doesn't jerk first time
    if not 'mouseInit' in obj:
        obj['mouseInit'] = True
        x = 0
        y = 0
    
    #########    stops drifting on mac osx
       
    # if sensor is deactivated don't move
    if not mouse.positive:
        x = 0
        y = 0
    
    #########  -- mac fix contributed by Pelle Johnsen
                    
    # return mouse movement
    return (x, y)


######################################################

# define Mouse Sensitivity
def mouseSen(sensitivity, obj):
    
    # check so see if property named Adjust was added
    if 'Adjust' in obj:
        
        # Don't want Negative values
        if obj['Adjust'] < 0.0:
            obj['Adjust'] = 0.0
        
        # adjust the sensitivity
        sensitivity = obj['Adjust'] * sensitivity

    # return sensitivity
    return sensitivity

#########################################################

# define Invert mouse pitch
def mousePitch(invert, obj):
    
    # check to see if property named Invert was added    
    if 'Invert'in obj:
            
        # pitch to be inverted?
        if obj['Invert'] == False:
            invert = -1
        else:
            invert = 1
            
    # return mouse pitch
    return invert

#####################################################

# define Cap vertical mouselook
def mouseCap(capped, move, invert, obj):
    
    # check to see if property named Cap was added
    if 'Cap' in obj:            
    
        # import mathutils
        import mathutils
        
        # limit cap to 0 - 180 degrees
        if obj['Cap'] > 180:
            obj['Cap'] = 180
        if obj['Cap'] < 0:
            obj['Cap'] = 0
        
        # get the orientation of the camera to parent
        camOrient = obj.localOrientation
        
        # get camera Z axis vector
        camZ = [camOrient[0][2], camOrient[1][2], camOrient[2][2]]
        
        # create a mathutils vector 
        vec1 = mathutils.Vector(camZ)
        
        # get camera parent
        camParent = obj.parent
        
        # use Parent z axis 
        parentZ = [ 0.0, 0.0, 1.0]
        
        # create a mathutils vector
        vec2 = mathutils.Vector(parentZ)

        # find angle in radians between two vectors
        rads = mathutils.Vector.angle(vec2, vec1)

        # convert to degrees (approximate)
        angle = rads * ( 180.00 / 3.14) 

        # get amount to limit mouselook
        capAngle = obj['Cap']
                
        # get mouse up down movement
        moveY = move[1] * invert
        
        # check capped angle against against camera z-axis and mouse y movement
        if (angle > (90 + capAngle/2) and moveY > 0)   or (angle < (90 - capAngle/2) and moveY < 0)  == True:
            
            # no movement
            capped = True

    # return capped
    return capped

###############################################

# define useMouseLook
def useMouseLook(controller, capped, move, invert, sensitivity):
                
    # get up/down movement
    if capped == True:
        upDown = 0
    else:
        upDown = move[1] * sensitivity * invert 
        
    # get left/right movement
    leftRight = move[0] * sensitivity * invert 
        
    # Get the actuators
    act_LeftRight = controller.actuators["LeftRight"]
    act_UpDown = controller.actuators["UpDown"]  
    
    # set the values
    act_LeftRight.dRot = [ 0.0, 0.0, leftRight]
    act_LeftRight.useLocalDRot = False
    
    act_UpDown.dRot = [ upDown, 0.0, 0.0]
    act_UpDown.useLocalDRot = True
    
    # Use the actuators 
    controller.activate(act_LeftRight)
    controller.activate(act_UpDown) 
    
#############################################

# define center mouse cursor
def centerCursor(controller, gameScreen):
    
    # extract width and height from gameScreen
    width = gameScreen[0]
    height = gameScreen[1]
    
    # Get sensor named MouseLook
    mouse = controller.sensors["MouseLook"]
    
    # get cursor position
    pos = mouse.position
        
    # if cursor needs to be centered
    if pos != [int(width/2), int(height/2)]:
        
        # Center mouse in game window
        bge.render.setMousePosition(int(width/2), int(height/2))
        
    # already centered.  Turn off actuators
    else:
        # Get the actuators
        act_LeftRight = controller.actuators["LeftRight"]
        act_UpDown = controller.actuators["UpDown"]  
        
        # turn off the actuators 
        controller.deactivate(act_LeftRight)
        controller.deactivate(act_UpDown) 

##############################################

#import GameLogic
import bge

# Run program
main()


please help, thanks

You can adjust capping by adding “Cap” property to the object that runs the script. Then you can adjust the value of that property between 0 and 180 to see which amount suits you.

Thanks that helped alot. :smiley: