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neokika

Former Developer
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Everything posted by neokika

  1. neokika

    Keyframe animation system in DEV.

    It's supposed to work in a MP environment, with a few considerations to have in mind, for example, an animation fully done in 3den without any scripting interaction will be simulated locally on every connected machine, which in some specific cases, where the animation may affect the game play, it would probably be better to have the animation being simulated only on the server which already replicates the object position to the clients keeping the server as the object position authority while losing the smoothness the local simulation has. Meanwhile, I will take a look at this specific case with the dedicated server, feel free to report any other issues you come across.
  2. neokika

    Keyframe animation system in DEV.

    Documentation should arrive at some point, just beware that this is an experimental feature. ;)
  3. Hi there, could you specify why? It seems to work fine for me, can you please post a reliable repro? Thanks!
  4. Pushed a fix to dev branch. Sorry for the delay.
  5. Hi there. Like @Banae mentioned, you can use BIS_fnc_EGSpectator to shut it down, in a similar way how you initialize it. ["Terminate"] call BIS_fnc_EGSpectator;
  6. Hi all, In the link bellow you will find documentation and general guidelines so you can make your own custom End Game scenarios. End Game Scenario Guideline Have fun and we hope to be playing a few custom, user generated End Game missions soon. As always, if you have any questions or problems, feel free to post them here.
  7. Check "A3\Ui_f\data\IGUI\Cfg\HoldActions\holdAction_unbind_ca.paa". ;)
  8. Sure, function name is BIS_fnc_exp_camp_SITREP. [ [localize "STR_A3_Exp_m05_Sitrep_1", 2, 2], [localize "STR_A3_Exp_m05_Sitrep_2", 2, 6], [localize "STR_A3_Exp_m05_Sitrep_3", 1, 9, 1] ] spawn BIS_fnc_EXP_camp_SITREP;
  9. While there's no native support, you could do the following: * Name the objective module, for example, T1 * Create a trigger and change the condition to ["WasSucceeded", [T1, west]] call BIS_fnc_moduleHvtObjective * West if playing in Blufor, East if playing in Opfor * Will return true when objective is completed by given side
  10. Hi @.kju, sorry for the late response. Yes, and while this is not a simple task, it's something we would like to improve upon. Major blockers being new network messages having to be added to remote machines can have this information, plus, it is not as simple as only send it to people spectating, nor only when it's needed, so to make this happen, additional network traffic would have to be added to normal gameplay. You sure? We've fixed similar issue a while ago, that prevented a player from viewing every single unit on a vehicle (some seats would take priority and could not be switched from). If possible, take a look at the current spectator and check if you spot issues and feel free to write them here, I will gladly take a look. In the current version of the spectator, dead units are never removed from the list, only their icon changes so spectator knows it's not currently alive. And once they respawn, same index in the list should be preserved. Unless they change index within their group, which does not happen with respawn. While the Spectator doesn't have a shoulder cam, it does have a 3th person orbit view around target unit / vehicle. These are features already implemented in the Spectator. Agreed. Camera related controls already support customization, the Spectator uses as base the Zeus / 3DEN camera. In general, there's a few suggestions here that I quite like, thanks for the feedback.
  11. Sure, feel free to create tickets for the desired improvements and link those which relate to the Spectator here. We know there's space for improvements on the general camera behaviors, and something we would like to improve in the future. ;)
  12. Hi and thanks for feedback. ;) The first parameter will always be a player object, not necessarily a unit, it can be a Virtual Spectator game logic. It's there for this special handling. You can set the Free Camera transformation by using camera related function, for example, to set it's transformation, you would call: // Get current camera transform private _cameraTransform = ["GetCameraTransform"] call BIS_fnc_EGSpectatorCamera; // Camera Transform will return [position, vectorDir, vectorUp, [2dDirection, override]] // Change position to our desired position, which is at index 0 _cameraTransform set [0, position SOME_OBJECT]; // Set transformation ["SetCameraTransform", _cameraTransform] call BIS_fnc_EGSpectatorCamera; Additionally, I'd invite you to check BIS_fnc_EGSpectatorCamera itself and see further sub-functions and their parameters. There will probably be further useful functionality you could use. For adding or removing custom locations from the Locations list, you will use: // Add location ["AddLocation", [_id, _name, _description, _iconTexture, _cameraTransform, _dirOverride]] call BIS_fnc_EGSpectator; // Remove location ["RemoveLocation", [_id]] call BIS_fnc_EGSpectator; In relation to the KeyUp event, I see no reason why it would not work, if this problem persists I would recomment to create a bug report at https://feedback.bistudio.com/and we will take a look at what could be wrong. This is not by design, sounds like a bug. Will take a look. For tracking proposes I'd recommend to create a bug report at https://feedback.bistudio.com/. Thanks, and I hope this will somewhat help you having a more splendid take at spectating. ;)
  13. neokika

    End Game MP Mode - Feedback

    Yes, here you should be able to see how to use it in your own mission: https://community.bistudio.com/wiki/Revive Thank you for your suggestion. :)
  14. neokika

    End Game MP Mode - Feedback

    Yes, you can find more info here: https://community.bistudio.com/wiki/EG_Spectator_Mode Thank you for the report, we will investigate.
  15. Fixed internally and should hit dev branch soon. Thank you. ;)
  16. Thank you for the report, we will take a look. EDIT: Although, I'm unable to download your repro mission, if possible re-upload or post here some simple repro steps which would lead me to repro this issue. ;) EDIT: I am able to reproduce easily just by changing a group id while spectating.
  17. neokika

    ArmA III End Game Key Bindings

    Thanks! This is a bug, we are taking a look at it. ;)
  18. neokika

    ArmA III End Game Key Bindings

    What you describe does not seem to be the expected state. Are you able to elaborate a little more on the issue? Thanks. ;)
  19. The quad bike itself seems to be the issue, getPosVisual/getPosASLVisual/etc return a position with inconsistent Z. This is now waiting for QA to reproduce internally. Meanwhile, we were able to fix it by reading the position from modelToWorld, then converting the resulting AGL position to ASL. ;)
  20. Most likely, the old spectator is being automatically executed because of the respawn type being used. We already fully replaced the old one in dev branch, so in next stable patch the new spectator will be executed automatically instead of the old one, depending on the respawn type. If you would like to hot fix it yourself before the new stable patch is out, you could terminate the old spectator before starting the new one: // Terminate old spectator ("BIS_fnc_respawnSpectator" call bis_fnc_rscLayer) cuttext ["","plain"];
  21. Thanks! ;) Yes, the little ui widget on the lower right of the screen is not part of the new spectator, but the old one. Executing: ["Initialize", [player]] call BIS_fnc_EGSpectator; In the editor, and I am not able to reproduce. Using current Dev Branch version I see: And the little helper window on the right can be hidden using Backspace, or disabled individually by pressing F1. Could you make sure you somehow are not executing the old spectator script along with the new one? Thanks. ;)
  22. You seem to be running the old spectator. Can you show me how are you triggering it? Thanks. ;)
  23. I seem unable to reproduce, are you able to post a screenshot? Thanks. ;)
  24. /* BIS Save Gear */ [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; /* BIS Spectator */ ["Initialize", [player]] call BIS_fnc_EGSpectator; /* Stop revive effects */ [] spawn { sleep 1; if (!isNil { bis_revive_ppColor }) then { bis_revive_ppColor ppEffectCommit 0; bis_revive_ppColor ppEffectEnable false; }; if (!isNil { bis_revive_ppVig }) then { bis_revive_ppVig ppEffectCommit 0; bis_revive_ppVig ppEffectEnable false; }; if (!isNil { bis_revive_ppBlur }) then { bis_revive_ppBlur ppEffectCommit 0; bis_revive_ppBlur ppEffectEnable false; }; }; OnPlayerKilled.sqf This should allow you to hot fix this issue until we make a proper fix to the revive screen effects. Thanks for the report. ;)
  25. It should be the same keybind used in Zeus - Backspace. ;)
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