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Good job. I attached a correction of lines in Spanish:

 

https://www.dropbox.com/s/9swan14jwih4dqz/Stringtable-EdenObjects.xml?dl=0

 

 

@valtas - thanks mate! That's super! Really, really appreciated! I'll edit the Stringtable either later on today or tomorrow! Mucho gracias por su ayuda - mi espanol es moi malo y necesito apprender mas! ​ :)

 

Here are polish corrections too, I've made it using [m=valtas] edit so it includes his changes too :)

 

https://www.dropbox.com/s/jbejbs316eo4rdk/Stringtable-EdenObjects.xml?dl=0

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What do you recommend for graphic resolutions for the hiddedTexures? The Tac Screens work great at the 1920x1080 ratio. But the GCS seems to only use the corner of any graphic you use. So about 25% of the image. Thought?

 

And I was also wondering how you are setting the Unit Animations to line-up good. I tried using the attachTo, but then you lose the animation part. If you could shed some light on your expertise, that would be great.

 

Hi mate :)

 

Okay, for the GCS hiddenSelections, check out .paa file in the GCS folder - you'll see that all three screens are sharing the same UV space - therefore, if you use a solid 1024x1024 texture, you'll only see part of the image (in your case, the top corner). Best thing to do is to use the existing .paa as a template, then simply paste your images on top! :)

 

Regarding the animations, I'd recommend setting down a game logic and attaching everything to that; the beauty of this approaching being, you won't lose the animations, as the game logic has simulation enabled. Otherwise, if you attach a unit with animations to an object, you'll get that nasty robotic movement. It also allows for extreme fine-tuning. Any other questions - drop me a line! :D

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I wanted to ask you . You can lay out a training mission with the scripts as you to use the camera. And animation for the bots , at the controls .

 

Can do, mate! But you might have to wait a bit - got quite a bit going on at the mo! I'll try and add something like that with an update :)

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Here are polish corrections too, I've made it using [m=valtas] edit so it includes his changes too :)

 

You're an absolute star! Thanks very, very much! I can't even begin to say how grateful I am for your time and assistance! I'll add that in with an update, plus amend the credits on Steam - again, super big 'thank you'! :D

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So, I have been trying to get this GCS to operate as a UAV terminal. I appreciate the documentation you have provided. I certainly wish more mod makers would do this. However, I cannot see where my stuff has taken a turn and not working.

 

I have done some research and have read the mod markers PDF files. I can't see why this isn't working, maybe you know?

 

I created a UAV named "UAV1" and a GCS named "GCS1".

 

In the init line of the GCS I placed:

this addAction ["Connect UAV", "uav.sqf"];

I created a SQF file in the mission root folder and named is uav.sqf. In the file I have this as per his pdf documentation.

//Variables
_UAV = UAV1
_GCS = GCS1

/* text after = is the name in the variable names assigned in editor */

//Set GCS Screen Texture
_GCS setObjectTexture [0, "#(argb,1024,1024,1)r2t(uavrtt,1)"];

//Lock Camera to UAV
_UAV lockCameraTo [_GCS, [0]];

//Create Camera and Render to Screen
_camera = "Camera" camCreate [0,0,0];
_camera cameraEffect ["internal", "Back", "uavrtt"];

//Attach Camera to UAV Memory Point
_camera attachTo [_UAV, [0,0,0], "PiP0_pos"];

/* The names of memory points will vary, depending on the object being used */

//Adjust Zoom
_camera camSetFov 0.1;

//Adjust Camera Orientation
addMissionEventHandler ["Draw3D",{
    _dir =
        (_UAV selectionPosition "PiP0_pos")
            vectorFromTo
        (_UAV selectionPosition "PiP0_dir");
    _camera setVectorDirAndUp [
    _dir,
        _dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0]
    ];
}];
    _dir,
    _dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0]
    ];
}];

The add action works and you can call the SQF file when you look at the terminal. However, it is throwing an error of a missing ";" around the _GCS setObjectTexture. I have triple checked the pdf and the BI Wiki on this string and I am stumped.  Would the sqf better work if it was called in the init.sqf rather than through an object init in the mission.sqm?

 

Any help is greatly appreciated. This is certainly one of the top object packs I have seen come out of Arma3. Kudos to the maker!

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//Variables
_UAV = UAV1;
_GCS
= GCS1;

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@Morech - hi mate, regarding your problem, try Von Quest's solution above - I'll check the PDF - I'm willing to bet I forgot to add the semi-colons after the variables! Doh! I'll sort that with an update, if it's the case :)

 

EDIT: Yup! My bad - I'll roll out a quick update now!

 

 

Any help is greatly appreciated. This is certainly one of the top object packs I have seen come out of Arma3. Kudos to the maker!

 

By the way - thank you! :D

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//Variables

_UAV = UAV1;

_GCS = GCS1;

 

Thank you so much, Von Quest. I greatly appreciate it. 

 

 

 

@Morech - hi mate, regarding your problem, try Von Quest's solution above - I'll check the PDF - I'm willing to bet I forgot to add the semi-colons after the variables! Doh! I'll sort that with an update, if it's the case  :)

 

EDIT: Yup! My bad - I'll roll out a quick update now!

 

 

By the way - thank you!  :D

 

Thanks, Kydoimos! Your work is always incredible. I don't know how you can keep it all straight.  Very impressed by all of your work. 

 

--------------------------------------------------------------------------------------------------------------------------------------

 

However, now I am getting more errors. It appears to be isolated around the lines below. I have double checked around the documentation, but do not see what happened. I have spent the last few hours trying to make it happen.

//Adjust Camera Orientation
addMissionEventHandler ["Draw3D",{
	_dir =
		(_UAV selectionPosition "PiP0_pos")
			vectorFromTo
		(_UAV selectionPosition "PiP0_dir");
	_camera setVectorDirAndUp [
	_dir,
		_dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0]
	];
}];
	_dir,
	_dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0]
	];
}];

Here is the debug it is throwing...

iJaxEn1.png

 

So I played around with ";" in different places which always threw another error. The same one each time.

NNXZhXq.png

 

I will concede that there appears to be some missing OR too many brackets [ ], but I can not for the life of me figure out which ones need to go or where they need to be added. Each change throws errors. Hopefully, we can dissect this problem so we can update the documentation.

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Ah, crikey - looks like I doubled up on lines 39. - 42. Apologies, mate, I really ought to have double checked this (won't make that mistake again! :D)

 

take out the last:

	_dir,
	_dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0]
	];
}];
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Yes, remove those last lines.

 

And set the Texture to 3 (top) or 2 (bottom monitor).

Doc states 0, which is the paintjob of the GCS itself.

//Set GCS Screen Texture
_GCS setObjectTexture [0, "#(argb,1024,1024,1)r2t(uavrtt,1)"];

I figured it was from KK. But, I believe its not working.

I just was fiddling with his drone stuff as well. Typical.

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Ah, crikey - looks like I doubled up on lines 39. - 42. Apologies, mate, I really ought to have double checked this (won't make that mistake again! :D)

 

take out the last:

	_dir,
	_dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0]
	];
}];

Much appreciated it. I did this and what was noted below........ and it worked. 

 

Yes, remove those last lines.

 

And set the Texture to 3 (top) or 2 (bottom monitor).

Doc states 0, which is the paintjob of the GCS itself.

//Set GCS Screen Texture
_GCS setObjectTexture [0, "#(argb,1024,1024,1)r2t(uavrtt,1)"];

I figured it was from KK. But, I believe its not working.

I just was fiddling with his drone stuff as well. Typical.

 

This did work as well. I am able to get it to "connect" ... I am guessing it does as it goes from a dark screen to a very light screen... 

 

HOWEVER, the screen is not displaying what is on the terminal/cam of the UAV. I have ensured the names are correct. 

 

In looking what is scripted here and on the KK link, it seems like this script it to turn it into a fancy screen that anyone can see, just as if it were on a laptop, tv screen, or billboard. Right?

Would there be anyway to make this GCS act like the UAV terminals in the game?  For example, if I wanted to set up two of them next to each other and have one person fly and the other in the gunner/camera turret of the UAV and they be able to do each  of their roles. All while the screens can be visible to those around them?

 

May be too much thinking in my tiny pea brain. 

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In looking what is scripted here and on the KK link, it seems like this script it to turn it into a fancy screen that anyone can see, just as if it were on a laptop, tv screen, or billboard. Right?

Would there be anyway to make this GCS act like the UAV terminals in the game?  For example, if I wanted to set up two of them next to each other and have one person fly and the other in the gunner/camera turret of the UAV and they be able to do each  of their roles. All while the screens can be visible to those around them?

 

Hi mate,

 

Good question actually, I'm not entirely sure if two people can share a role on one UAV - with one flying and the other in the gunner position - I'll have to check it out at some point! I have no idea why you're not seeing the correct display; it's great the live feed is active though - means we're almost there. Perhaps paste your script so far below, so I can take a look - it can be quite tricky and disorientating aiming the camera to capture the desired area of interest! Also, give it a go with the standard laptop object and see if you're getting the same or similar live feed output. :)

 

PS: Updated the PDF for what we've got so far :P

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Hi mate,

 

Good question actually, I'm not entirely sure if two people can share a role on one UAV - with one flying and the other in the gunner position - I'll have to check it out at some point! I have no idea why you're not seeing the correct display; it's great the live feed is active though - means we're almost there. Perhaps paste your script so far below, so I can take a look - it can be quite tricky and disorientating aiming the camera to capture the desired area of interest! Also, give it a go with the standard laptop object and see if you're getting the same or similar live feed output. :)

 

PS: Updated the PDF for what we've got so far :P

 

Thank you for so many quick replies!

//add action to uav sqf
//this addAction ["Connect UAV", "uav.sqf"];

//Variables
_UAV = UAV1;
_GCS = GCS1;

/* text after = is the name in the variable names assigned in editor */

//Set GCS Screen Texture
_GCS setObjectTexture [2, "#(argb,1024,1024,1)r2t(uavrtt,1)"];

//Lock Camera to UAV
_UAV lockCameraTo [_GCS, [0]];

//Create Camera and Render to Screen
_camera = "Camera" camCreate [0,0,0];
_camera cameraEffect ["internal", "Back", "uavrtt"];

//Attach Camera to UAV Memory Point
_camera attachTo [_UAV, [0,0,0], "PiP0_pos"];

/* The names of memory points will vary, depending on the object being used */

//Adjust Zoom
_camera camSetFov 0.1;

//Adjust Camera Orientation
addMissionEventHandler ["Draw3D",{
	_dir =
		(_UAV selectionPosition "PiP0_pos")
			vectorFromTo
		(_UAV selectionPosition "PiP0_dir");
	_camera setVectorDirAndUp [
	_dir,
		_dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0]
	];
}];

 This is the uav.sqf I have created thus far. I know KK has some lines to use to put the UAV in the air and adjust the zoom and what not. If we are going to use it as it sits with it just televising the feed, we would want to ensure we had control over the UAV. Additionally, we do not use the UAV full time, so it would be more of a mission based event where someone would pilot the uav to get the recon / target strike than it would be to have a constant feed of a pre-established reference point. 

 

We could just do a one person UAV terminal, versus two if that is possible to do. Currently the method we employ to have two people in the UAV is as follows: Pilot connects to UAV using the UAV terminal. Gunner/Camera turret connects through the cTab functions with the Commander Tablet mod. 

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Loving the addons Kydoimos.

 

Just a quick question on the tac screen.

The On version. Can you set a texture on the screen and is it backlit like the vanilla laptops?

 

Tried to use the nilla pc screens but they look awful without the light behind them.

 

I really could do with a proper looking comms system too. 

recordsfrom.jpg

Any chance you've thought about adding something along those lines?

 

Keep up the excellent work amigo. Guys like you and poolpunk help flesh out the empty maps.

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Just a quick question on the tac screen.

The On version. Can you set a texture on the screen and is it backlit like the vanilla laptops?

 

Tried to use the nilla pc screens but they look awful without the light behind them.

 

Naturally, it's back-lit :D

 

There is a curious issue with the tactical screen however; if you switch your AO on, in some lights, it appears slightly transparent! Happens with the PC monitor that came with the heli DLC - can't quite work out what the issue is there, lol. Still, if it's positioned indoors, it's no problem.

 

 

Any chance you've thought about adding something along those lines?

 

I love them! Say, any chance you can get some high-res images of the dials etc. with the text? If you stumble on anything, I'll probably put something together at some point (might not be for a while, I'm super busy at present :D).

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It might just be me, but i still cant figure out how to properly setup the GCS (my understanding of scripts is about 0.5%). Could you maybe make a sample mission where you have it all setup?

Cheers

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Loving using these, I see what you mean about turing AO on though. I can live with it being on as it makes the game look better IMO and doesn't really ruin the screens much.

 

CC6B8E6ED0E6E383076C347E891DE07B61315D90

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@Flax_ - love the screenshot! So nice to see the objects being used! :D One workaround for the tactical screen AO is for me to remove the transparent element (which detects projectiles). Doing so would mean no nasty AO transparency, but no damaged texture when you shoot the screen. Here's a ticket on the lovely new feedback tracker, as it also occurs with the heli DLC pc monitor: https://feedback.bistudio.com/T116863 

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Thanks @Kydoimos, I like the damage screen better than the the AO annoys me. A lot of the guys I play with don't use AO so it's all good! Do you happen to know the aspect ratio for the UAV terminal screens?

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Do you happen to know the aspect ratio for the UAV terminal screens?

 

That's a very good question :P I'm pretty sure they should be 1:1 - though I have a sneaky suspicion I might have bodged that up a little! It won't be far off, however! It wasn't until I started the tactical screen that I realized I really, really ought to be paying better attention to the aspect ratios! As well, with the AO issue, there's always the chance BIS will implement a fix, or someone in the community will work out the problem and volunteer a fix! Fingers crossed!

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G'day mate I love your work on this mod and have a screenshot showcasing some of your objects.  The gun rack in particular is a favourite of mine and looks fantastic when loaded up.  Just a question, do you plan to bring across the various small objects that made an appearance in your Resist campaign into this particular mod pack?  With the prevalence of the CTRG in Apex things like your extra CTRG vests and berets and other equipment would be perfect for this mod.  Pretty please?

 

Anyway, here's an image with some of your items in it:

http://images.akamai.steamusercontent.com/ugc/443982864967345581/081643BBBC6BA09E38A6F6B41B3680D660818B56/

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Hey Kydoimos, just had an cool idea for the Ground Control Station.

Maybe you can make the GCS so that it is classed as a static defense (such as an mortar) so its enterable and you can display the UAV feed on the screens, not sure if this is possible with the engine, but if it is, it would be pretty dope IMO.

Again just an idea, love the rest of the mod!!

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Some teaser shots of my C.O.R.E. Project with your Toys...

 

 

Tactical Operations Center and Black Site #47

LjQbOO5.jpg

 

 

Undisclosed location in the Mediterranean Sea.

jSHGGsR.jpg

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