hicks88 0 Posted June 22, 2007 Does anyone happen to have a bullet cam script lying about, i tried using bulletcam II but the dialogs screw up, they show up as triangles. I am trying to do an artillery script but my shells keep dissappearing so i really need one Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted June 22, 2007 Could you define "bulletcam"? Share this post Link to post Share on other sites
vipermaul 246 Posted July 19, 2007 Could you define "bulletcam"? He most likely means, a camera that follows a bullet fired. Like the missilecam in the Spectator Script. Share this post Link to post Share on other sites
ManDay 0 Posted July 19, 2007 Wait until the weapon fired a shot, then get the bullet by nearestObject "BulletName" and use switchCamera "External". myAbrams addEventHandler[ "FIRED",{ ( (getPos myAbrams )nearestObject "Sh_120_SABOT" )switchCamera "EXTERNAL"; ( (getPos myAbrams )nearestObject "Sh_120_SABOT" )spawn{ waitUntil{ isNull _this }; vehicle player switchCamera "Internal"; } } ]; €: Lol, amazing, just tried it out and found out that the sabot even bounces on the water surface like a stone - nice stuff physics. Share this post Link to post Share on other sites
vipermaul 246 Posted July 21, 2007 Does anyone happen to have a bullet cam script lying about, i tried using bulletcam II but the dialogs screw up, they show up as triangles. I am trying to do an artillery script but my shells keep dissappearing so i really need one Also try Kronski's Portable Target Range. I forgot to mention that. It has a bulletcam. Share this post Link to post Share on other sites
ManDay 0 Posted July 21, 2007 So hicks, did you try my solution - does it fit your requirements? Share this post Link to post Share on other sites
ArmaVidz 0 Posted July 21, 2007 I did, worked like a charm. I also (for video purposes) altered it slightly for slowmo <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sol1 addEventHandler[ "FIRED",{ ( (getPos sol1 )nearestObject "R_M136_AT" )switchCamera "INTERNAL";setAccTime .35;( (getPos sol1 )nearestObject "R_M136_AT" )spawn{ waitUntil{ isNull _this };setAcctime .15;setacctime 1; vehicle player switchCamera "Internal"; } } ]; <span style='color:red'>Thanks!</span> Also a question: 'Is there a way to keep the camera on the target after impact?' Keep in mind I'm a total noob with this stuff, yet. Â Â Â I tried changing it to this Quote[/b] ]sol1 addEventHandler[ "FIRED",{ ( (getPos sol1 )nearestObject "R_M136_AT" )switchCamera "INTERNAL";setAccTime .35;( (getPos sol1 )nearestObject "R_M136_AT" )spawn{ <span style='color:red'>waitUntil{ isAlive != _target</span> };setAcctime .15;setacctime 1; vehicle player switchCamera "Internal"; } } ]; ...but the cam would just stay stuck on the BMP I had sol1 Â target until the next round from sol1 was fired. Share this post Link to post Share on other sites
ManDay 0 Posted July 21, 2007 [...] setAcctime .15;setacctime 1; [...] Make a decision there if you want to keep the camera focused on the targeted bmp for example you have to have the bmp in a variable first. Assuming your targeted BMP is bmp1 then it goes [...] spawn { waitUntil{ isNull _this }; setacctime 1; bmp1 switchCamera "External"; } Share this post Link to post Share on other sites
ArmaVidz 0 Posted July 21, 2007 Thanks for the quick reply! Â What I was trying to do was follow the projectile, then once the target is hit, keep the camera on it for 2-3 seconds then return the camera to the player. However changing the code to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sol1 addEventHandler[ "FIRED",{ ( (getPos sol1 )nearestObject "R_M136_AT" )switchCamera "External";setAccTime .30;( (getPos sol1 )nearestObject "R_M136_AT" )spawn{ waitUntil{ isNull _this};setacctime .50;bmp1 switchCamera "External"} } ]; gives you the full HUD of the BMP including the players in the squad of the BMP. Using this code<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sol1 addEventHandler[ "FIRED",{ ( (getPos sol1 )nearestObject "R_M136_AT" )switchCamera "External";setAccTime .30;( (getPos sol1 )nearestObject "R_M136_AT" )spawn{ waitUntil{ isNull _this};setacctime 1;target switchCamera "External"} } ]; provided the right result, except it does not return the camera to the player. Maybe if there was a time parameter with the addition of 'vehicle player switchcamera "Internal", after the 'target switchcam...' it might work? Share this post Link to post Share on other sites
ManDay 0 Posted July 21, 2007 Well, 'switchCamera' is a very special thing in ArmA - not always right for ones purpose... If it doesnt fit go back to the roots and work with cams... like that! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sol1 addEventHandler[ "FIRED", { setAccTime .30; ( (getPos sol1 )nearestObject "R_M136_AT" )switchCamera "External"; ( (getPos sol1 )nearestObject "R_M136_AT" )spawn { waitUntil{ isNull _this }; setacctime .50; _obj_cam = "Camera" camCreate[ 0,0,0 ]; _obj_cam camSetTarget bmp1; _obj_cam camSetRelPos[ -10 + random 20,-10 + random 20,6 ]; _obj_cam camCommit 0; _obj_cam cameraEffect[ "EXTERNAL","BACK" ]; sleep 5; _obj_cam cameraEffect[ "TERMINATE","BACK" ]; camDestroy _obj_cam; }; } ]; Share this post Link to post Share on other sites
ArmaVidz 0 Posted July 21, 2007 Thank you very much for your time. I'll give it a try! Share this post Link to post Share on other sites