silola 1087 Posted August 10, 2015 There were bugs???? :wacko: Looks great glad you got pitch/bank to work!! It has limits of course, but for "normal use" it's okay. Share this post Link to post Share on other sites
chrys 20 Posted August 10, 2015 Hi Silola, First of all, I have to thank you for this mod and the team behind it. I just started yesterday with XCAM and I'm really impressed. In the beginning of the release of this mod, I refused to use it... cause "it might be to difficult to use it, ... to difficult to get this whole stuff working ". Yesterday I just thought " what the hell, lets try". And now I'm glad I did. Your tutorial videos are really helpfull (watched about 10 last night...), even for a very beginner like me. Thanks. (ok, at this point I'm missing the "thumbs up" smiley) :)So, lets go on to my first question. It is possible to make XCAM in a coop mission just avaiable to only one player without deleting or disabling XCAM of the other player in the first place or does the other player have to disable it ? :wacko: Share this post Link to post Share on other sites
Auss 208 Posted August 11, 2015 As Always Silola your work is just fantastic, Xcam one of the main reasons I continue to enjoy working on Australia, and thanks for using Australia in your videos :) I'm looking forward to the next update. 1 Share this post Link to post Share on other sites
silola 1087 Posted August 11, 2015 Hi, Hi Silola, First of all, I have to thank you for this mod and the team behind it. I just started yesterday with XCAM and I'm really impressed. In the beginning of the release of this mod, I refused to use it... cause "it might be to difficult to use it, ... to difficult to get this whole stuff working ". Yesterday I just thought " what the hell, lets try". And now I'm glad I did. Your tutorial videos are really helpfull (watched about 10 last night...), even for a very beginner like me. Thanks. (ok, at this point I'm missing the "thumbs up" smiley) :)So, lets go on to my first question. It is possible to make XCAM in a coop mission just avaiable to only one player without deleting or disabling XCAM of the other player in the first place or does the other player have to disable it ? :wacko: Thanks chrys, and thanks for watching some tutorial videos ;) You can define an array which contains all the player names, who are allowed to use X-Cam during a multiplayer session. This is possible only at the beginning of a mission, but not during a running mission. Please watch this update video https://www.youtube.com/watch?v=LgfOJoMmZcw and jump to 14:00 min. to get more infos. @AUS: I'm still amazed how nice you have created some areas on Australia.So many unique ideas, such as the bridge under construction ... incredible !!! Silola 1 Share this post Link to post Share on other sites
chrys 20 Posted August 11, 2015 Please watch this update video https://www.youtube.com/watch?v=LgfOJoMmZcw and jump to 14:00 min. to get more infos. thanks, very much. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted August 11, 2015 Pitch&Bank function ( for mission and script export only ) Share this post Link to post Share on other sites
mcpxxl 2 Posted August 11, 2015 Well done soldier ! Share this post Link to post Share on other sites
poolpunk 668 Posted August 11, 2015 Jawolljaaaa! Pitch and Bank: At last its possible to make my scenes look diirrrrrdy again. Share this post Link to post Share on other sites
nomisum 129 Posted August 11, 2015 Very much looking forward to pitch&bank! Silola, is it possible to give objects the name property in XCam? I think this is interesting for mission makers only, as they may want to address certain objects with scripts. Share this post Link to post Share on other sites
silola 1087 Posted August 11, 2015 Very much looking forward to pitch&bank! Silola, is it possible to give objects the name property in XCam? I think this is interesting for mission makers only, as they may want to address certain objects with scripts. Yes ... it's possible ... good idea, but don't know if it's possible to insert the respective code for the upcomming update. Maybe later ;) Share this post Link to post Share on other sites
Sweedn 22 Posted August 11, 2015 As always, brillant and incredible work Silola. Thank you. Share this post Link to post Share on other sites
chrys 20 Posted August 12, 2015 hi againI'm playing with the objects of the xcam mod right now and unfortunately I cant find any open or closable doors, just the open ones. Maybe I'm just too stupid to find them or if they arent created yet, would you consider to do so sometimes ? :rolleyes:Reminds me on the good old days when i build such buildings too ... just needed at least 10x more of time. http://www.arma2base.de/include.php?path=download&contentid=4790 considering templates i have a stupid question: is it allowed to release the project files (in the folder Library_pro) as templates ? Share this post Link to post Share on other sites
t-800a 151 Posted August 12, 2015 hi again I'm playing with the objects of the xcam mod right now and unfortunately I cant find any open or closable doors, just the open ones. Maybe I'm just too stupid to find them or if they arent created yet, would you consider to do so sometimes ? :rolleyes: Reminds me on the good old days when i build such buildings too ... just needed at least 10x more of time. http://www.arma2base.de/include.php?path=download&contentid=4790 considering templates i have a stupid question: is it allowed to release the project files (in the folder Library_pro) as templates ? If you are using the xcam_xxx objects, they have a very simple config and won't work in a mission. Use the objects that would also be available in the editor/zeus, they should work. (don't forget to enable simulation). Doors should then work after you import the objects to your mission. Create prefabs of your compositons! And then share the heck out of them, thats what they are meant for! :D Share this post Link to post Share on other sites
chrys 20 Posted August 12, 2015 If you are using the xcam_xxx objects, they have a very simple config and won't work in a mission. ohh, oops. I was creating this for a mission: http://www.pic-upload.de/view-27980097/M_2.jpg.html http://www.pic-upload.de/view-27980096/M_1.jpg.html Or especially this on Sarugoa from Hotzenplotz before: http://www.pic-upload.de/view-27980090/A1.jpg.html after (basically not finished but now it doesen't matter :unsure: ): http://www.pic-upload.de/view-27980091/A2.jpg.html http://www.pic-upload.de/view-27980092/AC_1.jpg.html http://www.pic-upload.de/view-27980098/AC_2.jpg.html In both prefabs I used xcam_xxx objects. With the xcam beton walls i build a huge bunker system under the villa for a mission. To bad thaht I' cant use it in a mission. Share this post Link to post Share on other sites
t-800a 151 Posted August 12, 2015 no those new xcam_objects, that came with the xcam, (wood, metal, concrete, ...) are good to use. But if you wan't working doors on houses then you should stick with house objects that dont have the xcam_ prefix. Just be aware that if you use any xcam_xxx object you will need the xcam (or at least the editor upgrade parts) to run that mission. Share this post Link to post Share on other sites
chrys 20 Posted August 12, 2015 no those new xcam_objects, that came with the xcam, (wood, metal, concrete, ...) are good to use. But if you wan't working doors on houses then you should stick with house objects that dont have the xcam_ prefix. I'm okey with that, puhh. :) In your first post I thought you mean that I can't place the xcam_xxx objects in generally and export them to sqm. afterwards. But if this is possible everything is okey. I just need to find doors or something else that fit in the Doorway an get open. Maybe I'm going to script some metal sliding doors with metal objects just as a placeholder. thanks. Share this post Link to post Share on other sites
silola 1087 Posted August 12, 2015 Very cool constructions, chrys :) I think You mean the "xcam_objects" pack with all the nice wall elements, stairs, glas objects aso (from Atsche) And you are right, there are no doors available, only the "open" wall elements without a proper door. Basicly it's not a prob to share a X-Cam project, but it's better to use the "prefab" function to share any construction, because a prefab has no connection to any map and can be placed anywhere ;) If u use "xcam_***" objects, then all players/users need at least the xCam_EU.pbo. But please note ... there are two different versions ... a small one which contains most of the Arma3 objects, and a big one which contains additionally most of the AiA Terrain Pack objects. All the "xcam_metal_*" and "xcam_woodwork_*" objects needs their own pbo (xCam_Metal.pbo + xCam_Woodworks.pbo) and of course all the objects u have used (the wall elements, glas objects aso.) are saved within the "xcam_objects.pbo". Silola Share this post Link to post Share on other sites
chrys 20 Posted August 12, 2015 Okey thanks, both. Now I'm gonna make some prefabs. ;) Share this post Link to post Share on other sites
chrys 20 Posted August 13, 2015 Finally was able to finish (at least almost) the first template as a prefab and as an mission.sqm. Shop and an office above it. For this template I decide to use the doors of the Xcam_a2 stuff. For the pics I used the light mod "Real Light - ReShade" by Solano. used mods: - plp objects (container and beach) - xcam objects - xcam_eu (AiA) Here the screens: https://imgur.com/a/40XOxReal Light - ReShade: https://forums.bistudio.com/topic/183128-real-light-reshade-preset-by-solano/ I'm going to release it later in an upcoming template pack. Do you have an library or something where you collect this prefabs ? Share this post Link to post Share on other sites
silola 1087 Posted August 13, 2015 Finally was able to finish (at least almost) the first template as a prefab and as an mission.sqm. Shop and an office above it. For this template I decide to use the doors of the Xcam_a2 stuff. For the pics I used the light mod "Real Light - ReShade" by Solano. used mods: - plp objects (container and beach) - xcam objects - xcam_eu (AiA) Here the screens: https://imgur.com/a/40XOx Real Light - ReShade: https://forums.bistudio.com/topic/183128-real-light-reshade-preset-by-solano/ I'm going to release it later in an upcoming template pack. Do you have an library or something where you collect this prefabs ? WOW, very impressive. Maybe it's a good idea to create a new thread "X-Cam prefabs" ;) Silola Share this post Link to post Share on other sites
silola 1087 Posted August 13, 2015 Not ready yet, but a good start for a new prefab: 2 Share this post Link to post Share on other sites
chrys 20 Posted August 13, 2015 Can't wait to explore. Wow that's huge. :D Share this post Link to post Share on other sites
icebreakr 3159 Posted August 14, 2015 Impressive prefabs but... how does the AI handle the movement there, there are no pathlods? Share this post Link to post Share on other sites
killshot 5 Posted August 14, 2015 Silola is a true forward thinker, as we know BI, there will be a Basketball DLC soon :D Share this post Link to post Share on other sites
Undeceived 392 Posted August 15, 2015 Damn, these prefabs are awesome! :D Good work, guys! Silola, I have one question about the xcam_EU.pbo. Is this available somewhere to download separately or is it only included in the xCam-package? I'm making a mission with the hidden editor objects and I don't want the player to download and install the whole xCam system (or AiA, which I don't need). Is it possible (resp. allowed) to include the xCam_EU.pbo (+ the bisign file) as @xCam_EU folder in my mission package? (Sorry if this question was already asked or answered.) Share this post Link to post Share on other sites