Jump to content

apocalypex

Member
  • Content Count

    19
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by apocalypex

  1. I've been thinking of this kind of mod for a while now and I finally decided to sit down today and write it. The idea is that mission makers can add videos to their missions or add a dynamic video player to their missions. The system is full programmable and takes youtube links as a source for the video. I'm planning a simple to use API for it too that will make it easy to use, on the lines of: _video = ["http://www.youtube.com/watch?v=oyFQVZ2h0V8", noAudio, noVideo] call loadVideo; [_video, _onObject] call playVideo; New video with better syncing: Panimala is making a nice big TV model for ingame viewing too, which will be included in the mod aswell. Completed Streaming Youtube videos Viewing videos in game Audio (still needs some more work e.g. jip syncing) To-Do Write API (video frame size, start points and more) Add TV model to arma Add TV interface to pick videos Hope you guys like what I have so far. ---------- Post added at 04:36 ---------- Previous post was at 04:19 ---------- Requesting a mod to move this to http://forums.bistudio.com/forumdisplay.php?163-ARMA-3-BETA-ADDONS-amp-MODS-DISCUSSION I keep making this thread in the wrong forum by accident.
  2. I've ported over a mission from arma 2 and all the dialog boxes are really transparent, to the point there are hard to even notice. I tried the GUI editor on A3 too and even there simply making a dialog with an image it is transparent. Any idea on why this is happening? Here is my dialog: class RscText { access = 0; type = 0; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {0.8784,0.8471,0.651,1}; text = ""; fixedWidth = 0; x = 0; y = 0; h = 0.037; w = 0.3; style = 0; shadow = 2; font = "Puristamedium"; SizeEx = 0.03921; }; class RscPicture { type = CT_STATIC IDC = -1 style = ST_PICTURE ColorBackground[] = {0,0,0,0}; ColorText[] = {1,1,1,1}; font = "Puristamedium"; SizeEx = 0; }; class RscTitles { titles[] = {picture}; class picture { idd = -1; movingenable = 0; duration = 1; fadeout = 0; fadein = 0; name = "picture"; controls[] = {"image1"}; class image1: RscPicture { idc = -1; text = "images\picture.paa"; x = 0.485 * safezoneW + safezoneX; y = 0.474458 * safezoneH + safezoneY; w = 0.03 * safezoneW; h = 0.05 * safezoneH; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; access = ReadAndWrite; }; }; };
  3. apocalypex

    [WIP] Video Streaming Mod

    Hey, small update: I've been on holiday and just started uni again so that's why I haven't posted anything new in a while. I'll be posting a new video soon showing off pausing video and sound, syncing video across clients e.g. jip players joining halfway through a video and hopefully I'll have aspect ratios working correctly too.
  4. apocalypex

    [WIP] Video Streaming Mod

    No. From what I've tried there is no way to generate complex images or even generate audio with pure with SQF.
  5. apocalypex

    [WIP] Video Streaming Mod

    Oh wow I didn't even know that function existed. Pretty cool I guess. I'll try and see if I can get videos out then.
  6. apocalypex

    [WIP] Video Streaming Mod

    New video with better audio sync. I'll be working on aspect ratio now to allow mission makers the ability to pick the ratio for the object/video. The TV model is done and being added ingame currently. I'm thinking of naming the mod Media2Arma since I want to try and support as many media formats being played ingame from audio to video and even maybe gifs. ---------- Post added at 17:16 ---------- Previous post was at 17:04 ---------- The source of the media can be anywhere, I doubt I can get media from within a mission because it has been compressed into a .pbo, but I will try and see if I can. I didn't really think about doing that, if I get it working I will definitely add it.
  7. apocalypex

    [WIP] Video Streaming Mod

    Just found out it's possible to play videos in dialogs and I'm going to try if vehicle PiP allows it too. http://puu.sh/4jNv0/a057c9d7ee.jpg (158 kB)
  8. apocalypex

    [WIP] Video Streaming Mod

    Just a quick update, I fixed a few bugs. I found some more cool things you can do with arma, I might even be able to add another project I was planning to create into this one. That mod was to add radio stations to arma, but since I can get the music externally now and it doesn't need to be embedded into the mission I will plan on adding that functionality to this mod. So get ready to watch movies and listen to a synced global radio station in all vehicles ;) Fixes - Flickering when there was a framerate drop - Audio now synchs correctly Planned New features - Stream/play plain audio files e.g. mp3/ogg from webservers - Radio stations - In game console or browser to pick youtube videos New video will be up soon. I dont fully understand your question. It's a real working thing currently, I give it a youtube address, and it plays it in arma. Does that answer your question?
  9. apocalypex

    [WIP] Video Streaming Mod

    Nope, an extension I wrote to download and format the video using Arma2NET whichs formats it to be played in arma via scripting.
  10. delete this please I posted in the wrong forum. Moved here http://forums.bistudio.com/showthread.php?163170-WIP-Video-Streaming-Mod&p=2490169#post2490169
  11. The video is formatted outside by an extension I wrote in C# using Arma2Net and the video is then played in Arma via scripting. Videos can be played on any object which allows setObjectTexture/hiddenSelection in my mod.
  12. apocalypex

    PiP and how to script it.

    Set a hiddenselection on the texture you want to turn to PiP. Create a camera and use setObjectTexture to "#(argb,256,256,1)r2t(rendertarget0,1.0)". Example _cam = "camera" camCreate [getpos player select 0, getpos player select 1, (getpos player select 2) + 10]; cam_offset = [-0.18,0.08,0.05]; cam_cam camSetFov 0.6; _cam camSetTarget player; _cam camCommit 2; "rendertarget0" setPiPEffect [3, 1, 0.8, 1, 0.1, [0.3, 0.3, 0.3, -0.1], [1.0, 0.0, 1.0, 1.0], [0, 0, 0, 0]]; _cam cameraEffect ["INTERNAL", "BACK","rendertarget0"]; _obj setObjectTexture [0,"#(argb,256,256,1)r2t(rendertarget0,1.0)"]; Hope this helps.
  13. apocalypex

    Realistic Jumping Script

    I tweaked your animation function so it was more responsive for pistol and launcher users since having to change back to your pistol/launcher after each jump is annoying. Great script, saved me from writing it for the project I'm working on. fn_Animation = { private ["_unit", "_anim", "_weap"]; _unit = _this select 0; _anim = _this select 1; _weap = primaryWeapon _unit;//remember weapon _unit switchMove _anim;// PLAY ANIMATION JUMP if(currentWeapon _unit != _weap) then{ //smoothen out the transition for pistol and launcher users _unit removeWeapon _weap; sleep 0.6; _unit switchMove ""; _unit addweapon _weap; }; };
  14. Has anyone found a way yet to get the crosshair position on the screen yet? I don't mean where the player is looking in the game world, just where the crosshair's position is on the UI, deadaim changes it's position so I'd like to know if there is a way to figure out it's position. Also has anyone found a way to show GPS on screen with scripting (not on the map screen, actually ingame)? Or a way to simulate CTRL+M?
  15. http://community.bistudio.com/wiki/setWaypointVisible
  16. in your init.sqf you need to add an event handler for respawning
  17. Sorry for the late reply, I've had no internet for the past few days. The solution to images being turned transparent is to save your images as .DDS DXT5 and then open/save them in texview2 as .paa. You can download the dds plugin for photoshop and do it straight from there. Make sure your images are multiples of 4 in size, e.g. 128x128 256x256 etc. I don't know why this hasn't been mentioned/documented anywhere on the web (oh wait it's BI).
  18. Is there a way to attach an object to a unit's headgear? Or a way to attach an object to a unit's head that follows it's head in freelook? I've tried aim_axis, camera etc. But can't get it to follow the head in free look. I saw in the config viewer that helmets have a memorypoint called eye but I don't know how to gain access to the headgear object since headgear _unit only returns the headgear name (string). Any help on how to attach something to the helmet/head or how to get the helmet object would be great guys.
×