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woofer808

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About woofer808

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    https://www.youtube.com/channel/UCi3gV_w80QkjgOd7H4Zu46w

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  1. woofer808

    indiCam - independent camera mod

    Hotfix v1.321! I caused some network timing issues before packing the mod on version 1.32, so there's a hotfix now. See the first post for links and such! /* Changelog version 1.321*/ //KNOWN- Issue with map selection in GUI breaking at times. Fix is to close indicam gui then opening and closing the regular map before going back to the gui. //FIXED- HOTFIX for mod version not loading correctly in conjunction with some mods.
  2. woofer808

    indiCam - independent camera mod

    Yes, @Rich_R, that is exactly right.
  3. woofer808

    indiCam - independent camera mod

    New version uploaded to all the places is 1.32. The biggie for this one is that it now handles some things over the network. Like assigning eventhandlers and excluding other indiCam using players from being part of the actor selection pool. So hopefully now we'll see more of the high action scenes and we don't have to worry about getting an hour of footage of another indiCam clients standing in a base idling. /* Changelog version 1.32*/ //KNOWN- Issue with map selection in GUI breaking at times. Fix is to close indicam gui then opening and closing the regular map before going back to the gui. //ADDED- indiCam clients in a multiplayer game won't be part of the actor selection pool while they have their indiCam camera running. It is to avoid getting footage of a still player in a field somewhere (thanks Reggs). //ADDED- Checkbox in gui for showing chat during camera operation. //FIXED- Actor switching won't include headless clients anymore. //FIXED- Situation checks did not work in multiplayer. Eventhandlers are now rewritten to be put onto the actors' client over the network and comnmunicating to the instance of indiCam that put them there. //FIXED- Actor death did not work on players in MP because the death cam eventhandler wasn't local to their machine //FIXED- Headless clients and dedicated servers are now more excluded from actor randomizations (Thanks Gold John King) //FIXED- Cameradude wasn't excluded from "only players" actor randomization (Thanks Gold John King) //FIXED- Current actor wasn't excluded from selection pool in some actor auto switching modes //FIXED- Unit autoswitching mode within group now switches to another group if all units within the group dies. //FIXED- Unit autoswitching mode within group no longer makes dead units the actor. //FIXED- Chat is now hidden by default during camera operation. //FIXED- Purged the last bunch of usages of comment command in scripts //ADDED- New foot scene "stationaryFrontRandom" //TWEAKED- Foot scenes spend less time high above and more time at low and medium distance //TWEAKED- Foot scenes at higher action values have shorter scene duration by about a third //TWEAKED- Helicopter scenes switch earlier when actor moves away from stationary camera //TWEAKED- Helicopter front facing scenes are shorter by about two thirds //TWEAKED- Actor was set multiple times when using the mapclick selection method.
  4. woofer808

    indiCam - independent camera mod

    That is incredibly kind of you @PVTPARKER! Thank you for showing all the good stuff that comes out of it, I'm loving it.
  5. woofer808

    indiCam - independent camera mod

    @TeTe T that is a really neat idea! I have never thought of scripting actor changes like that. I modified your code a bit and also found a bug because of it, so thanks for that. The idea in the future is that you should be able to toss the GUI out completely so that everything can be scripted in a mission. So that scripted actor change is something that should be easily done in that system [] execVM "INDICAM\indiCam_core_init.sqf"; // Initializes the scripts indiCam_var_visionIndex = 0; // Required for now because of bug sleep 1; // Giving init some more time [] spawn { [] execVM "INDICAM\indiCam_core_main.sqf"; // Starts the camera sleep 1; [phrog_1] call indiCam_fnc_actorSwitch; sleep 10; [phrog_2] call indiCam_fnc_actorSwitch; sleep 10; [phrog_1] call indiCam_fnc_actorSwitch; sleep 10; indiCam_var_requestMode = "off"; // Turns the script off entirely }; edit: please don't count my usage of the word "that" in this post.
  6. woofer808

    indiCam - independent camera mod

    New version 1.3 Complete redesign of the core scripts have been made. No script was left untouched and most got re-written from scratch. Major redesign of camera movement system has been done as well. It now gets calculated on each frame to alleviate jitter as much as possible. That means that all the old scenes were wiped and I have started to create new ones. There is a basic set of scenes in and I will add more as I manage to get them stable and smooth enough. The upside is that switching scenes and actors are a whole lot more stable. The second large addition is the new system that detects special events and cuts to a scene to show that. The only one implemented just yet is the detection of launcher usage by a unit. Se the first post for links to download package, steam links and so on. //REMOVED- The number of scenes are now back to only a few due to core rewrite. Future releases will see more of them added back in the new system. //ADDED- Actor auto switching added to gui with controls for duration and nine different modes. //ADDED- If a player is the current actor, that player will be selected in player list upon loading the gui //ADDED- Made the player list in gui display what side each player is on. Runs out of space real fast though. //ADDED- Automatic night vision will now take terrain and current date into account and turn on half an hour after sunset and turn off half an hour before sunrise //ADDED- Made actor deaths handeled by the scripted scene system and more reliable. //ADDED- Manual mode added to gui. //ADDED- Slider in GUI: Chance of capture cinematic scenes upon detection (0-100%). Zero means off. //ADDED- The initial drop-down selection on map side will be whatever side the player is. //ADDED- Pressing F9 during camera will now also store the scene name in a list. Going out of the camera immediately after pressing F9 will list the contents in a hint. Good for finding scenes that aren't working. //ADDED- barrelWatch scene which will track barrel direction. Only for tanks for now. //FIXED- GUI now looks as intended in both the script and the mod version. Thanks Taro! //FIXED- Actor death now takes actor auto switch setting into account. //FIXED- Units of any side can now be selected on the gui map. //FIXED- Scene override timer now works in scripted version without gui. //FIXED- Eventhandlers weren't removed from non-actor units in a controlled fashion //FIXED- Changed wording of gui elements and tooltips for some controls. //FIXED- Updated diary with information on GUI. //FIXED- Start button could be pressed repeatedly and launch several instances of the camera. //FIXED- Settings changed in gui will now be applied even if the camera isn't already running. //FIXED- Culled a whole lot of unused code. //FIXED- When debug was on it spawned the indicator spheres on every client. //FIXED- indiCam settings window could be shown ontop of regular map which caused issues with cursor and markers //FIXED- If there is only one unit (the player) on a terrain, the camera will not find eligable actors and try to switch actor indefinitly //FIXED- An occational CTD when calculating too large or small movement values after switching actors.
  7. woofer808

    indiCam - independent camera mod

    New version v1.2 with the significant update being a new GUI as a new main method for controlling the script. I have yet to figure out why the mod version looks different from the script version. It has probably something to do with my usage of #include, but I'll get to that eventually. Se the first post for links to download package, steam links and so on. Version 1.2 published 2018-12-27 //ADDED- Automatic switching between players or AI depending on what the current actor is. Cycles intervals ON-10min/ON-5min/ON-2,5min/ON-1min/OFF //ADDED- A GUI as a new main way for controlling the script. The keystrokes stays - to help with easy access over remote desktop during gameplay. //TWEAKED- Key F1 will now start GUI during camera operation. //ADDED- Added abilitiy to override scripted scene duration with a fixed timer in the GUI. //ADDED- Added "Hold switching of scene" checkbox. It makes a sense to use in conjunction with "force next scene"
  8. woofer808

    Speakeasy VoiceAttack profile

    Speakeasy 2.0 is now ready for download. Find the link in the first post. You will find the new training scenario in the download package. Those of you who subscribed to the old scenario on the Steam Workshop are kindly asked to subscribe again. We took down the old Workshop page and replaced it with a new one for the current version of our scenario. All existing subscriptions have been lost in the process.
  9. woofer808

    Speakeasy VoiceAttack profile

    You are quite right. It all happens within the profile though. You first have to assign a specific unit to a role at the beginning of a mission using voice. That stores the correct unit number in a variable. The code is more or less: [Two] [assign mg] - stores 2 in {mg_variable}, the machine gunner class. [Mg] - presses F{mg_variable} So any unit can be a machine gunner in speakeasy and a single unit can have several roles. Sent from my STF-L09 using Tapatalk
  10. woofer808

    Speakeasy VoiceAttack profile

    We can start by establishing that the reason you get the _keycode192 not set error is because F_init isn't run properly. The keycodes are in fact set up in F_init. I get the "focus lost" error a little now and then when I start VA while something else (like Arma) is running. Especially if I keep tabbing between other programs while VA is starting up. It doesn't really have anything to do with the actual profile, but with VA itself as far as I have been able to tell. But you are saying you get this everytime you start VA with the profile? What happens when you switch to another profile and back to Speakeasy without closing the program while the "Target" drop-down list is set to "Active Window"?
  11. woofer808

    indiCam - independent camera mod

    New version: V1.11 - General changes and updates for smoother development workflow. See OP for links. //ADDED- Keypress: F9 - Press during running camera to get the current scene ID name printed on screen. Good for debug and bug reports. //ADDED- Dev switch: Set {indiCam_devMode = true} to run everything uncompiled which will facilitate script and scene development on the fly. //ADDED- Camera logic: randomLinear - Plan is to use for random camera panning movement or as camera shake. //ADDED- New scene: nonStabilizedCam - Simulated unstable binocular movement using randomLinear logic on foot mobiles and vics //FIXED- Some of the top-down scenes have been lowered somewhat and given more zoom (tip by Kremator and Tankbuster). //ADDED- New Scene: shakyChasePerson - A hectic third person sene for high action level //FIXED- The cameraman is now invisible to all unts and can't take damage while the camera is running (tip by Tankbuster) //FIXED- Scene selection now differentiates between helicopters and planes //FIXED- Scenes divided into separate files for each vehicle category to give better overview. //ADDED- Possibility to state conditions in a scene to disqualify it. For example if a scene should only be used for a specific vehicle. //FIXED- Scene will now switch directly upon actor mounting or dismounting a vehicle instead of waiting for the scene timer to run out //FIXED- Situation check eventhandlers no longer gets stacked from previous actors, but transfers to each new actor //ADDED- Serverkey added to release package
  12. woofer808

    indiCam - independent camera mod

    Thanks @Tankbuster! That is a lot of valuable info. Yay! First time I did that stuff, so glad it worked out. Very weird. Any particular game mode or scenario going on? I guess cheat mode is already on since it's possible to see all units on the map. I could make the cameraman invincible, captive or something along those lines while the script is running. I need a lot of personal tastes to be able to arrive at a good middle ground. I try and keep track of it, so it's appreciated. I hadn't thought about detecting weapon switching, only actual firing of weapons. I'll look into that for sure. This is not expected behaviour. I'll have to add that to the list of things to investigate.
  13. woofer808

    indiCam - independent camera mod

    Aaw, crap. You got me there. I'll make sure it's all properly signed with a working key that is included on the next release which is in the works. This is all very new to me. In the meantime I put the woofer.bikey in the google drive release folder, but I'm not sure the pbo was properly signed this last time. https://drive.google.com/open?id=1I-KFyO14lZEOLeFDJ5X5CMSGL62FviFl
  14. woofer808

    indiCam - independent camera mod

    New version. See main post for links and such. Version 1.1 published 2018-05-02: Some new significant functionality, thus the jump directly to v1.1. //ADDED- F3 to switch to another random unit that is of the same side and within a certain distance of the current actor. //ADDED- A very rudimentary Manual camera mode. Access with F4. For a proper manual camera, see the gCam mod. //FIXED- Map selection completely rewritten from scratch and works better now. //ADDED- It's now possible to differentiate between units within some vehicles while selecting actor on the map. //FIXED- Selecting a unit that is in a vehicle as actor no longer makes the actual vehicle the actor //FIXED- Keypresses no longer stack between restarts of the camera //FIXED- Camera no longer resets vision mode when restarted //FIXED- Camera controls stay on the player between remoting with the "Advanced AI command" mod. //FIXED- Some diary entries corrected //ADDED- New scene: Medium and high altitude, medium far, front view with randomization
  15. woofer808

    indiCam - independent camera mod

    Thanks @kremator! To be perfectly honest, you shouldn't have to read the actual manual in order to be able to close the camera. That's just bad design on my part. Maybe a very quick notification when you start the camera back up? I could also give a hint when any "wrong key" is pressed, but I really want to keep clutter away from the screen as much as possible. I'd prefer the close key to be something that isn't pressed by mistake to easily so I opted out of the any-key solution. Escape key is also something that I shy away from since that gives access to the debug console in the main menu. Is there some sort of key that is common in other mods that people to some extent take for granted?
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