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Everything posted by Kydoimos
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One thing with the UAV live feed - have you tried editing the visual mode? Depending on what terrain you're on, it could explain the blank grey screen? Also, the flickering screen would make sense while the UAV is on the ground, as, effectively, the camera will be below ground. One issue might be the UV layout for the screens; they might be configured wrong for video footage - something I need to check :) If you're only receving a section of what you should be seeing, than I know where the problem lies!
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@All - Hi guys, just to let you all know, I plan to iron out the kinks in Resist next month and get it all ready for the Apex update (UI, spotlight video, etc.). I haven't forgotten you poor souls who've been stuck since the last update; I'll get there! @Velocity-Overdrive - Hi mate! Yup, that's a custom animation I threw in there; it's not MOCAP, and it was an early attempt, but I guess it does the job; the Franta was simply attached to the units hand with the attachTo command :P In fact, there are a few custom animations in Resist; some were done by me, some by Bad Benson and one by Stepan Spellding.
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Hi chaps! Seems a few of you are struggling with the GCS live feed setup; chances are, there maybe something in the script that's not quite right (though I'm sure I had it all working on release!?). I need to have a good look at it at some point. Here's where I'm at; 1. Finish my current workload (you guys will know why I've been so quiet soon!), early July. 2. Sort out Resist for the Apex update (new UI, spotlight video, Eden previews, all that jazz, and get the campaign running smoothly again) 3. Add objects from Resist to Eden Objects (?) and get it all pukka. 4. Sleep? Maybe, we'll see what you lot have to say about that :D
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Congratulations Chortles! :D
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A lovely gesture _HawkEye_ :) It's a wonderful way to support the community and BIS! Kudos to you, mate!
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Looks like there's a wrongly mapped UV layout on the rotor blur for the Falcon or something - check out the rotor blade, second to the left :) :
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Looks to me like you need to lower the unit's placement before you export it as an RTM. Double check the unit has its feet firmly rooted on the ground in 02. Are you using Blender? I have a theory why you're having a problem. Let me know, cheers.
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Force landing gear unitplay
Kydoimos replied to Wiki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You've got the gist, essentially, just think of the Game Logic as your Blackfish; the real Blackfish will just be attached to the Game Logic, and moving with it, as it's attached. One of the main reasons I advocate this approach is because it allows you to fine-tune your scene, adjusting the attach array (the [0,0,0] bit). It means you can raise or lower the height of the moving vehicle, or slide it along its X and Y axis, so you can achieve the exact shot / cutscene you're looking for. Ideal for screenshots too! -
Wierd Unitplay on V-44 Blackfish
Kydoimos replied to Reble_45's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi mate, I've replied to your issue in this thread here: https://forums.bistudio.com/topic/172473-force-landing-gear-unitplay/page-2 If you're still struggling, PM me and I'll find you an example script :) -
Force landing gear unitplay
Kydoimos replied to Wiki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Wiki / @Reble_45 - hi chaps! Right, okay, I'm at work and away from my PC, but here's the rundown (it's been so long since I've done this I had to re-read my own comments in the thread! lol): So, first off, you'll need to get the recorded data. Add a trigger which will activate with your desired vehicle's presence and in the activation box, add: [Vehicle_Variable_Name, 150, 50] spawn BIS_fnc_UnitCapture; The parameters for the above function, in case you're interested, are: Unit - Unit to capture movement data from Duration - Duration to capture for OPT:FPS - OPTIONAL: Frames recorded Per Second (default 20). Limit is 1 - 100 OPT:Firing - OPTIONAL: If true, will record the input unit's weapon fire data as well OPT:StartTime - OPTIONAL: Starting time offset for the frame time Now, when you're done recording, hit 'ESC' and follow the hint command (can't remember what it says off the top of my head!) to copy the recorded data to your clipboard. Now create an SQF file with something like the following: _aircraft = Vehicle_Variable_Name; Parameters are: 0: OBJECT - unit to play movement data on 1: ARRAY - movement data recorder by BIS_fnc_unitCapture 2: ARRAY (Optional) - variable to set once playback has finished. The array is in the following format: 0: NAMESPACE, GROUP or OBJECT 1: STRING - variable name 3: BOOL - true to allow playaback on destroyed objects (normally the playback will stop once the object is destroyed) 4: NOTHING - obsolete param, preserved because of backward compatibility 5: NOTHING - obsolete param, preserved because of backward compatibility 6: NUMBER - seconds to skip at the start of playback Okay, so, providing all that works (and there's a good chance I've made a slip up, I'm literally half asleep! :P), you are now in a position to switch your object with a game logic. Quite simply, switch the name of the vehicle you want to use for the unitPlay sequence with the name of a Game Logic object (you can find it in the editor). Rename your vehicle something like 'Aircraft_Attached. Next: Then execute your SQF file; the playback data you recorded will be playing on the Game Logic (if you did indeed switch the names around!). If you've correctly attached your vehicle (Aircraft_Attached) it will follow the path of the Game Logic. Also, you can play with the array in the code box above to adjust its position to suit your liking. If you then execute the LandingGear command (which we looked at near the beginning of this thread) the AI should react accordingly and behave. I think I used this in the final episode of Resist, Judgement Night. You may want to pick apart the PBO and find the script for Romeo's extraction scene. Hope that helps - sorry if it's a bit garbled, best I can do right now! :D -
That's great to hear :D Thank you very much for the update!
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I've also been experiencing issues with .lip files, except with the KBtell system. Audio is fine but lip movement is choppy and not working as it should. I first thought it was a corrupted .lip file, but tried replacing them and still had the same problem. Finally, it occurs in the East Wind campaign too; so seems to be a dev branch bug. I've started a ticket: https://feedback.bistudio.com/T117758. Rough - can you confirm the lip syncing speed (not the audio) in the main campaign? :) I don't think the devs use 'say' and 'say3D' very often now, but the .lip files do seem off!
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Super impressed with everything on the whole :P Aside from a few points already covered in this thread, I feel the woodwork on the RPG is a little jarring - funnily enough, it is authentic! But perhaps a more subtle wood tone would look better? The RPG's wood wraps go from crazy bright red to very earthy colours. Personally, I'm in favour of the latter; just my penny's worth! :D
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That's a very good question :P I'm pretty sure they should be 1:1 - though I have a sneaky suspicion I might have bodged that up a little! It won't be far off, however! It wasn't until I started the tactical screen that I realized I really, really ought to be paying better attention to the aspect ratios! As well, with the AO issue, there's always the chance BIS will implement a fix, or someone in the community will work out the problem and volunteer a fix! Fingers crossed!
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Hi all, can anyone confirm that .lips files are not working correctly on Dev Branch? They seem very choppy / jerky - and they used to be very smooth! Occasionally there's no lip movement at all. I've started a ticket: https://feedback.bistudio.com/T117758. Just thought I'd mention it here, because it's quite a subtle issue, and I feel it could easily get missed.
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@Flax_ - love the screenshot! So nice to see the objects being used! :D One workaround for the tactical screen AO is for me to remove the transparent element (which detects projectiles). Doing so would mean no nasty AO transparency, but no damaged texture when you shoot the screen. Here's a ticket on the lovely new feedback tracker, as it also occurs with the heli DLC pc monitor: https://feedback.bistudio.com/T116863
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:D You got it - that's the plan anyhow! I haven't done a lot of testing, but it seems AI are quite happy following waypoints so far.
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Naturally, it's back-lit :D There is a curious issue with the tactical screen however; if you switch your AO on, in some lights, it appears slightly transparent! Happens with the PC monitor that came with the heli DLC - can't quite work out what the issue is there, lol. Still, if it's positioned indoors, it's no problem. I love them! Say, any chance you can get some high-res images of the dials etc. with the text? If you stumble on anything, I'll probably put something together at some point (might not be for a while, I'm super busy at present :D).
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Hi mate, Yeah, it's a bug with the new update - could you do me a massive favour and check something for me? :) To your right, at the mission start, can you see a plume of smoke? Seems the truck is exploding randomly at mission start. Trying to isolate the problem and roll out a fix :P
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Has anyone experienced anything like this since the latest update? Or on Dev at present? https://feedback.bistudio.com/T117117- vehicles exploding on mission start, when enableSimulation is activated via script? Just curious :)
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Hi mate, Good question actually, I'm not entirely sure if two people can share a role on one UAV - with one flying and the other in the gunner position - I'll have to check it out at some point! I have no idea why you're not seeing the correct display; it's great the live feed is active though - means we're almost there. Perhaps paste your script so far below, so I can take a look - it can be quite tricky and disorientating aiming the camera to capture the desired area of interest! Also, give it a go with the standard laptop object and see if you're getting the same or similar live feed output. :) PS: Updated the PDF for what we've got so far :P
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Ah, crikey - looks like I doubled up on lines 39. - 42. Apologies, mate, I really ought to have double checked this (won't make that mistake again! :D) take out the last: _dir, _dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0] ]; }];
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Hi again, Morech - check out this link: http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/ I'll have to go through the documentation again - I'm sure I had it working - though it was probably quite late when I was compiling the PDF, must have missed something! :P
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@Morech - hi mate, regarding your problem, try Von Quest's solution above - I'll check the PDF - I'm willing to bet I forgot to add the semi-colons after the variables! Doh! I'll sort that with an update, if it's the case :) EDIT: Yup! My bad - I'll roll out a quick update now! By the way - thank you! :D
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You're an absolute star! Thanks very, very much! I can't even begin to say how grateful I am for your time and assistance! I'll add that in with an update, plus amend the credits on Steam - again, super big 'thank you'! :D