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cyrokrypto

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Everything posted by cyrokrypto

  1. CSSA3 is an easy to use spectator script for Arma 3. Images: Features: - Smooth, easy to use camera movement. - Sorted units list with the ability to easily ‘bookmark’ players or AI. - Settings can be changed on the fly with the settings menu. - Free cam, First and Third person view modes. - Compatible with TFAR, AGM, ACRE2 and probably others. - Experimental click to interact feature which can be used to easily switch to a unit. - Customizability for mission makers. Downloads: Download v0.3 [Armaholic] Download v0.3 [Dropbox] Please report any issues or feature requests in this thread. Known Issues: - Click to interact on infantry can be unreliable since there is currently no infantry intersect command. - First person camera placement can be a bit unreliable. - Click to interact doesn't work under water. Planned Features: - Smarter freecam camera placement. - Adaptive map and HUD updating based on frame rate. - Improved map markers. - Improved third person mode. Installation: 1. Extract the ‘CSSA3’ folder and ‘stringtable.xml’ to your mission directory. 2. Add the following line to the init.sqf file: [] execVM "CSSA3\CSSA3_init.sqf"; 3. Add the following to your description.ext: respawnDelay = 9999999; // 9999999 = No Respawn; //Changes respawn, respawnDialog and respawnTemplates parameters. #include "CSSA3\CSSA3_header.hpp" Configuration: Please check the included CSSA3_readme.txt. Credit: Created by Cyrokrypto Thanks to: - BIS's Karel Moricky for the splendid camera function. - Zulu Alpha's Phoenix for snippets of code. - The Zulu-Alpha and BDR communities for testing. - LordHeart for code recommendations. - {BDR} Nemesi for the Italian translation. - Everyone else who helped me out. Changelog:
  2. That is fantastic, thanks! I feel really bad for not updating CSSA3 in a while, I'll see if I can push to get the next version out ASAP.
  3. Not by default. This should be quite easy to add to a mission yourself. Keep in mind that respawning is based on the vanilla respawn system. You can easily manipulate respawning by just changing the respawn time of a player (setPlayerRespawnTime). An easy way to do it would be to set the mission respawn time to 10, create a global variable which indicates the amount of lives a player has, then reduce that variable in an onPlayerKilled event handler. If the variable <= 0, setPlayerRespawnTime 9999999999; I'll look at adding this functionality in a later version. ---------- Post added at 00:41 ---------- Previous post was at 00:40 ---------- Thanks for the report, this issue should be resolved in the next version (which is still very much being worked on by the way, work has unfortunately just gotten in the way). The next version has some new features like a free movable third person camera and improved map marker system.
  4. I will definitely look at adding a setting that acts as a movement speed modifier. It should be quite easy to do. You could try do this yourself by lowering the value of the '_coef' variable in 'fn_CSSA3_mainFunctions.sqf'.
  5. This is something I still want to do. I haven't had time to work on CSSA3 for a while though, unfortunately.
  6. Glad you got it sorted. :) I'll add that bit of information to the original post, as well.
  7. CSSA3 does this by default, since it is also a limitation of TFAR. All spectators can hear one another, but not the living. The living can hear one another, but not the spectators.
  8. CSSA3 changes "AGM_isUnconscious" to false when it initializes (since it applies a post process effect when set to true which makes the screen blurry). I never actually though about the potential problem that you are having. I'll see if I can do something about it for the next version. (Which is still being developed :P)
  9. Hey, the update is still in the works. But I recently relocated and don't have internet just yet. I will release it as soon as possible.
  10. Great, thanks! The next version of CSSA3 should release within the next week. Thanks a lot for the feedback.
  11. Thanks. This will be fixed in the next version. :)
  12. I have fixed this in the next version, if you would like to fix it yourself until the next version is released, you can do the following: 1.) Open CSSA3\functions\fn_CSSA3_MainFunctions.sqf 2.) Go to line 130, where you will find this: [ "CfgPatches", "AGM_Core", ... ] call CSSA3_fnc_classExists; 3.) Replace everything from line 130 to 139 with the following: [ "CfgPatches", "AGM_Core", "player setVariable ['AGM_Bleeding', false]; player setVariable ['AGM_isUnconscious', False, True]; player setVariable ['AGM_Unconscious', false]; player setVariable ['AGM_InPain', false]; 'chromAberration' ppEffectEnable false; [false] call AGM_Core_fnc_disableUserInput; AGM_NightVision_ppEffect ppEffectEnable false; AGM_NightVision_ppEffectBlur ppEffectEnable false; AGM_NightVision_ppEffectRadialBlur ppEffectEnable false; AGM_NightVision_ppEffectNVGBrightness ppEffectEnable false;" ] call CSSA3_fnc_classExists; Unfortunately, I can't do this. It's up to the TFAR devs whether or not such a feature is added. It was mentioned by the lead developer, here. There is a variable in the next version that allows you do deactivate the TFAR/ACRE2 spectator modes, though. I'll definitely look into this. I'm not sure if I can do anything about side chat, though. You might want to disable it server side. But i'll take a look. Thanks, I would appreciate it. And thanks for the great feedback. :) ---------- Post added at 12:39 ---------- Previous post was at 12:09 ---------- Interestingly, I've been testing forEach and count now, and forEach is getting slightly better results, which it never did before. Count was always considered to be faster, see the wiki Code Optimisation page. I'll have to test a bit more, though. Edit: Nevermind, count is usually faster. :P
  13. Thanks for the great feedback! 1.) I'm currently busy cleaning up the defines in order to reduce file size, so I will removed this as you recommended. 2.) Good point, I'll do this for the next release. 3.) I'll add a variable for this in the next version. 4.) This is being worked on, but it's still experimental. I'll try and get it done by the next update. 5.) I'll fix this in the next release. The original 'count' error was due to the count loops looking for a boolean return value. I have fixed this by simply adding 'false' at the end of the loop. The reason I use 'count' is that it is slightly faster than 'forEach', and speed is my priority for code that runs once every second. Thanks again. :)
  14. Yes. The HUD can be hidden by pressing the 'H' key.
  15. I am indeed using -showScriptErrors, although I'm unable to reproduce your error. Could you possibly send me the .rpt?
  16. Great! That feedback would be very valuable. The easiest way to set up what you want is the following: 1.) Add the following to the top of your init.sqf: hasRespawned = false; 2.) Set the respawn time (for first respawn) in the description.ext respawnDelay = 60; 3.) Now navigate to CSSA3\CSSA3_init.sqf. Go to line 89, where you will find this: player addEventHandler ["killed", {['killed',_this] spawn CSSA3_fnc_createSpectateDialog}]; 4.) Replace line 89 and 90 with the following: player addEventHandler ["killed", {if (hasRespawned) then {['killed',_this] spawn CSSA3_fnc_createSpectateDialog};}]; player addEventHandler ["respawn", {['respawn',_this] spawn CSSA3_fnc_createSpectateDialog; hasRespawned = true; setPlayerRespawnTime 99999999;}]; This is untested, but it should work.
  17. I have updated CSSA3. I recommend that anyone who uses AGM update to the new version. See the post above. Download v0.3 [Armaholic] Download v0.3 [Dropbox] Changelog: Version 0.3 - Fixed slow listbox updating, (onEachFrame and diag_tickTime used instead is spawn and sleep.) Thanks LH. - Added function to force CSSA3 to close (won't re-open if player is dead): [] call CSSA3_fnc_forceClose; - Overall performance improvements. - Fixed compatibility with AGM. - Minor HUD tweaks.
  18. Thanks for the report. I could not reproduce this, but looking at the AGM medical functions, it seems as though 'AGM_Unconscious' has been changed to 'AGM_isUnconscious' in one of the latest patches, so this might be the problem. I will fix this in the next version (which i'll try release this weekend), else if you want to fix it yourself for now, you can do the following: Open CSSA3\functions\fn_CSSA3_mainFunctions.sqf Go to line 134, you will see this: player setVariable ['AGM_Unconscious', false]; Replace that line with the following: player setVariable ['AGM_isUnconscious', False, True]; Please let me know if this works if you do try it. :)
  19. Currently this is not possible with TFAR. Spectators can hear one another, however. I recall that this was mentioned by the lead TFAR developer on the Github issue tracker a while ago, so it might happen. Once it does, i'll definitely implement it. Here it is.
  20. Thanks. You can close it by closing the display: if (!isNull findDisplay 7810) then {closeDialog 0}; However, if the player is still dead, the script will re-start itself within 5 seconds. So another option would be to set the player's respawn time to 0, forcing the player to spawn (if you do this, the above code will not be required): setPlayerRespawnTime 0; Just make sure that you set the respawn time back to what it should be afterwards, since it will now be 0 whenever the player dies. I will add a way to force close it in the next version.
  21. Thanks a lot, Foxhound. I've added the Armaholic download link to the post. Thanks, enjoy. :)
  22. This is an early version of my spectator script for ArmA 3, based on Zeus and the Splendid Camera. A lot of what is seen here is WIP. My aim with this is creating a simple and easy to use spectator system that allows for natural yet accurate camera movement. Most basic functionality can be controller by mouse alone. The script is also compatible with most major medical mods as well as TFAR (and likely ACRE2 as well). This video shows some basic functionality: I’m not really sure about the UI yet. The aim is for it to be as least invasive as possible while still being quick and easy to access. Feedback on this (or if someone can come up some something better entirely) would be greatly appreciated. Please upvote this ticket which will help improve the click-to-interact function. Feedback and feature requests are welcome. :)
  23. CSSA3 has been released. Please see this thread.
  24. Thanks. :) Here is a preview of the (mostly) completed HUD. http://i.imgur.com/MQwsgmg.jpg (771 kB)
  25. I am indeed still working on this. It's very close to release now, there are just a few bugs that must still be squashed.
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