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Showing results for tags 'cam'.
Found 4 results
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displayAddEventHandler not triggering while camEffect active
thehungryhippo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Greetings Arma community, I have a mission intro consisting of creating a 45 second camera sequence in my initPlayerlocal.sqf: _cam = "camera" camCreate [9335,15754,100]; findDisplay 46 setVariable[ "TAG_theCam", _cam]; _introHandle = [_cam] spawn _introCutsc; findDisplay 46 displayAddEventHandler ["KeyDown", { params[ "_display"]; _cam = _display getVariable "TAG_theCam"; hint "hello"; terminate _introHandle; _cam CameraEffect ["Terminate","back"]; CamDestroy _cam; }]; waitUntil { scriptDone _introHandle }; findDisplay 46 displayRemoveEventHandler ["keyDown",5]; introCutsc is simply controls for camera movement, with _cam cameraEffect ["internal", "BACK"]; used to set the players screen to the camera. My only issue is that I am trying to add the ability to skip the intro cutscene using the displayAddEventHandler command: findDisplay 46 displayAddEventHandler ["KeyDown", { params[ "_display"]; _cam = _display getVariable "TAG_theCam"; hint "hello"; terminate _introHandle; _cam CameraEffect ["Terminate","back"]; CamDestroy _cam; }]; However, the event handler does not fire during the cam sequence. As you can see I have a hint that should display whenever the event handler is fired, however this hint never diplays. I tested adding this line to the end of my code, and the event handler fires properly when the camEffect is not active. I want the displayAddEventHandler to be able to be fired during the intro sequence, is it an issue with the display im using 46? I have tried other displays to no avail. Thank you!! -
Does anyone know how to make an immersive camera in the turret of a vehicle?
Luis42 posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Could someone help me to have the camera fixed on the turret of a IFV vehicle? as in the pictures thank you in advance. -
The image from the camera to the billboard on the server
Anteq Iney posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I made a script that displays the image from a video camera on a billboard , It works on the LAN server, but there is no image on the dedicated server, I need to make that after interacting with the camera, the image appears on the billboard and everyone on the server can see it. In the same time in order not to load the server, the image should be processed not on the server but on the client. If the player has PIP enabled, he should see an image. Please tell me how to do it My script: if (isDedicated) then { [] spawn { cam = "camera" camCreate [0,0,0]; cam cameraEffect ["Internal", "Back", "uavrtt"]; cam camSetFov 0.5; cam attachTo [videoCamera, [0,0,0.8]];"uavrtt" setPiPEffect [0]; waitUntil { sleep 5; ((playerside == Independent) && (antenna inArea main) && (videoCamera inArea radio_zone))}; if ((playerside == Independent) && (antenna inArea main) && (videoCamera inArea radio_zone)) then { [videoCamera,"<t color='#FFAA00'>Turn on camera!</t>", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa", "_this distance _target < 5", "_caller distance _target < 5", {[_target, "cccon",5] spawn CBA_fnc_globalSay3d;}, {}, { showUAVFeed true; bb1 setObjectTexture [0, "#(argb,512,512,1)r2t(uavrtt,1)"]; [] execVM "scripts\voice.sqf"; // Sound }, {}, [], 1, 0, false, false] call BIS_fnc_holdActionAdd; }; }; };- 2 replies
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- camera
- camera to server
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Hi. I'm having an issue with the below script/function, the issue is that all additional group leaders that spawn after the first use the same camera as the first groups leader? So the first group (alpha1_0) spawns and and the shoulder cam shows on the left screen of the first dual monitor... all good... The second group (alpha1_1) spawns (runs the function separately) and the 'stream' correctly shows (now on the right screen) but its the same shoulder cam as the first group alpha 1_0 (attached to the same group leader) I don't understand?? All variables are local aside from tvarray which just chooses next available monitor and i even attempted to create a unique r2t name so each r2t name is alpha1_0 alpha1_1 etc etc. So what have I done wrong? Also what exactly is 'r2t' there is very little information about what that actually is and same goes for 'turretPath' I cannot find much info on the Biki for that? (turretPath: Array - path to the turret with required camera.... what does that actually mean?) Any help appreciated. Cheers.