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oddballsix

Attaching PIP-LiveFeed to Aircraft

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What seems to be simple but I am quickly finding is not:

Is there a way to link the PIP (Live Feed) source to an aircraft so that it stays with that aircraft? Incidentally, limited (try near none) material in the wiki on this subject.

As this community gets a little aggressive if they feel that the issue isn't researched, here is just a handful of what I have read:

1)

Everything spawns and is directed but the UAV/Helicopter/Quadcopter leaves the camera behind as soon as its moves.

2) http://forums.bistudio.com/showthread.php?158141-PIP-help

Camera target and commitment directly seems to play with my screen, doesn't modify PIP as intended (of course unless I am failing at it). No one ever replied to that person's thread back in the day.

3) http://forums.bistudio.com/showthread.php?160455-PIP-on-off-switch

No one appears to know how to turn it on/off so no handle from this thread to figure out what to do with it.

4)

Clearly got it working, no hint on how, other than a vague reference that getting the helicopter not to leave was a chore...

5) http://forums.bistudio.com/showthread.php?150962-Heli-addons-WIP-vehicle-tracker-PIP

No download link any more. Therefore I cant look at the scripting to figure out what is going on.

What works but I am trying to avoid, for simplicity of maintenance:

Applying techniques gleaned from http://www.armaholic.com/page.php?id=19614 where I create a proxy object that *is* the camera that I attach via script to my aircraft.

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I'm number 5 mate :)

Sure I have still got the script on my PC somewhere, hopefully wasn't lost when my drive went down...

Will send it to you.. Saying that have you tried getting the file from armaholic?

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After going carefully through http://forums.bistudio.com/showthread.php?148201-Live-Feed-someone-to-explain/page2 and "parsing" it in my brain step by step, I hopped in editor and realized something.

call BIS_fnc_liveFeedSetSource does not appear to attach to a named air object!

I tested my theory by going into the preview, and then using a local exec to call it against positions on various objects. Land vehicles and people attach fine, same code, no workee on air vehicles. Since this is the call that the module uses when you set source in the editor, it would make sense that the editor is "broken" in the same way that directly scripting it is "broken". I have a few ideas, will report back when I mess with them.

---------- Post added at 03:37 ---------- Previous post was at 03:16 ----------

Found a way to make it work, via a simplified version of the proxying method.

I created an aircraft, which I named.

I created a small sign, which I named.

The livefeed source is attached to the small sign.

The sign is made a hidden object on init.

The sign is attached on init to the aircraft.

Technically, I am getting my live feed from the sign, but as the aircraft moves, so does the sign, so far without any need for a loop to re-attach, etc.

Edited by OddballSix

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