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Found 38 results

  1. Hello everyone, I made a little script to simulate a missile POV while in flight for a cutscene. Basically i move an invisible target via keyframe animation to have a smooth trajectory, while a script creates the camera that follows the invisible target with a while cycle, and it works perfectly. Now, i would like to add a shakyness effect in the moments right after launch for more realism, however when i try to add the addCamShake command in the launch keyframe my custom camera doesn't shake at all. The player camera shakes just fine, so the command is working, but not on the camera i want it to. I think it has something to do with the addCamShake not taking the camera variable name, like other camera manipulation commands (camSetTarget, camSetPos etc.), however i'm also using the setCamUseTi command and it works fine. Is there any way to add shake to a custom camera? Thanks
  2. Could someone help me to have the camera fixed on the turret of a IFV vehicle? as in the pictures thank you in advance.
  3. TGP Simple Cockpit Slew Control the Camera Pilot cameras, AI gunner turrets, and connected UAV turrets can be controlled from the cockpit view via simple controls: Hold key and use mouse to slew. Keybind to slew camera to HMD target or Waypoint (Shift-click, Group, or ACE MicroDAGR). Toggle stabilization. Keys for Turret zoom Vision mode can be changed with Panel Mode or Vision Mode (Vehicle) HOTAS Compatible Keybinds Take Control - avoid having the scroll menu change Collision Lights CCIP Track Track unguided bomb CCIP (roughly). Calculations are a bit off, most accurate at 35-40 degree pitch up loft/toss trajectory. For other bombing profiles, use Gun Elevation Up/Down to adjust camera. Pilot Camera Zoom control is being requested on the Feature Tracker GitHub Steam Workshop
  4. I created a UAV live feed script based on this tutorial. However, I noticed that when I opened Arsenal while it was working, the monitor screen went black. Is there a way around this?
  5. I have always been saddened by the vanilla UAV gunner camera view. It looks too simple. I started experimenting with a new UAV gunner overlay. I would like to build mod-config that override vanilla UAV camera and also make it a full screen. I have a few questions. How can I avoid stretching my texture in the game? Also I play arma at low res 1366*768 maybe because of this the image is stretched? or it is engine itself and I must write a new config with a new screen resolution? My texture Result in the game In game video with "stretch bug" Final goal implement this texture: Result in the game
  6. I created a mission where you are controlling a Blackfoot gunship. This mission can be played in mutiplayer as well. But there is an issue. After a few minutes (ca 5 - 10min) the Blackfoot gunner starts to experience extreme camera shaking. I did test the mission with a friend and he did send me this: and this: He was the host btw. I did test this again with my and my girlfriends PC and the problem was still there. Does anybody else encouter this Problem?
  7. 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; }; }; };
  8. 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.
  9. Hi Folks, this is my problem: I've got a OH6-helicopter (classname: RHS_MELB_MH6M) which has a camera on the co-pilots seat. I want to stream that picture ( exactly which is shown on the internel OH6-monitor) to another external monitor, so the teamleader (remained in base) can watch the progress of the helicopter-crew searching for the target. See this video, I've made... I've tried KillzoneKids drone-camera-stuff, but it seems not to work. It works well with an uav-drone, but not here. Does anybody have a clou? (Probably it's the name of the gunner-seat-cam or something like this, I can't find this stuff in config! And another thing: If I leave the area of the monitor, the picture will be lost. > black screen on monitor. In the script below I've tried the lasermarker as cam-copy, but this isn't either working... ("rhsus_weap_LWIRCM") monitore setObjectTexture [1, "#(argb,512,512,1)r2t(_oh6CamTgt,1)"]; // Global? _oh6cam = "camera" camCreate [0,0,0]; _oh6cam camSetFov 0.3; // The zoom level is from 0.01 for the nearest and 8.5 for the furthest zoom value, with a default zoom level of 0.75. Needs the call of camCommit to be conducted. _oh6cam cameraEffect ["Internal", "Back", "_oh6camTgt"]; _oh6cam attachTo [oh6,[0,2.5,-1.8], "rhsusf_weap_LWIRCM"]; //"_uavcamTgt" setPiPEffect [0]; //"_uavcamTgt" setPiPEffect [1]; // Normal - [0], Night Vision - [1], Thermal - [2], inv.Thermal = 7, oder S/W: [3,1,1,0.4,0,[0,0,0,0],[1,1,1,0],[1,1,1,1]]; _id = addMissionEventHandler ["Draw3D", { _dir = (oh6 selectionPosition "rhsusf_weap_LWIRCM") // original by KK: PiP0_pos vectorFromTo (oh6 selectionPosition "rhsusf_weap_LWIRCM"); oh6cam setVectorDirAndUp [ _dir, _dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0] ]; }]; Thanks for any help! Greetz Purzel
  10. Gents, Looking for some assistance. I've tried just about everything I can think of. When using the Eden editor, normally I would hold the right mouse button to move the view around. However, this results in what I can only describe as a view aneurysm. The camera jumps all over the place making it unusable. Moving the camera with the numpad is fine. Also, when using other editor functions, the mouse behaves normally. When playing the game or testing maps, the mouse also behaves normally. Anyone else experience this? Solutions? I have tried: Adjusting mouse sensitivity in options, turning mouse acceleration on/off, updating mouse drivers, using a known good control profile from another machine. Halp!
  11. Hello, I am trying to use the "Key Frame Animation" to make a little cinematic but I have a doubt that I have not found anywhere. Context: I already have all the modules of the "Key Frame Animation" ready and the camera moves well with the modes: Animation, Move, Nothing. Question: How should the objective to look at be introduced? I understand that it goes in the Rich Curve module, Look input. But I just didn't understand its syntax. The description says: <EdenId, TargetObject> As default: [-1, <NULL-object>] If I have an object called Target_0 which is what I want to look with the camera, what should I do? Thanks in advance. Spyke
  12. Test Lab Workshop for ARMA III, ver. BETA 0001 (2019) This download is compatible with APEX game version 1.7 and higher Drive Link Download: Test Lab New Live readMe file This download includes mission editor files. When my mission folder began to overflow with script test scenarios and VR compositions, I decided to create a master workshop file to use in the future. I considered what features should be built in. Hopefully this tool will be helpful for you, too. INSTALLATION Install the folder 0_testLAB.VR to your ArmA 3 mission folder (usually in Documents). Examples included: Images: Video: THANKS to everybody at: Bohemia Forums Check out our Patreon page Ascina Illustration & Design Arma Public License No Derivatives (APL-ND)
  13. Hey guys, I am currently working on a mission that would feature some kind of a "command center" (for the lack of better description...) which would have a few screens. Those screens have been set up to receive a texture captured from a camera attached to a uav (to be precise, the Pelter drone from the new Contact DLC). I have used a script kindly provided by @killzone_kid which I have only adjusted for the other drone type and basically looks like this - this is repeated for 12 screens in the init.sqf: laptop1 setObjectTexture [0, "#(argb,512,512,1)r2t(uavrtt1,1)"]; cam1 = "camera" camCreate [0,0,0]; cam1 cameraEffect ["Internal", "Back", "uavrtt1"]; cam1 attachTo [pelter1, [0,0,0], "PiP1_demining_pos"]; addMissionEventHandler ["Draw3D", { _dir = (pelter1 selectionPosition "PiP1_demining_pos") vectorFromTo (pelter1 selectionPosition "PiP1_demining_dir"); cam1 setVectorDirAndUp [ _dir, _dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0] ]; }]; The UAV feeds are being thrown on the screen in sequence one by one. This is how it looks in a test environment with 12 machines - you can see that the last four laptops turn black and show no feed. When I deleted the part of the script responsible for the first laptop, the 9th one worked fine so again - no more than 8 at once. I have two issues with it: - Obviously, I can display no more than 8 feeds at once - any more than that will appear as black screen - similarly, when opening the uav terminal, the turret control window will also appear black/blank. I do not mean to complain, but do you think this is an engine/performance limitation of some kind and there's no way around it? - Will this effect even be global to other players or only local (I fear the latter)? If local, is there a way to display this kind of effect globally to such a scale in a multiplayer environment? I appreciate all the feedback on this topic. Thanks a lot in advance! Adam
  14. My two current projects contain dozens of script references from this forum all in one place with a script description text to find what you're looking for. JET TOYS SWO Mission Control DEMO If you're an experienced script writer you probably won't learn much from the references. However you're welcome to make suggestions for improvement. Keep in mind the theme of making simple scripts that are accessible to new users and not fellow computer science majors. This forum page is WIP and will expand as the above projects progress.
  15. So, I have recently setup a Zeus mission, everything is great, it works well. But, with a editing area set (In this case around the airfield of the zeus' team so they can only spawn in stuff on the airfield) I have now lost the ability to middlemouse teleport my camera around the map. Is there any solution for this, any work around?
  16. I'm looking to change elements of the default ArmA targeting pod - specifically, I want to add UI elements like 10-digit grids and target elevation. I know how to get that information, but what I don't know is how to make it appear in the UI. If possible, I'd also like to remove some vanilla elements like the narrow FOV box. Any insight on how to do these things?
  17. CineCam | Cinematic Third-Person Camera Replacement by Zooloo75 Steam Workshop Page: https://steamcommunity.com/sharedfiles/filedetails/?id=1551751531 Version: 0.15 / Nov 1, 2018 Development Began: Oct 27, 2018 License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Disclaimer: This mod is not for everyone. Some players may feel motion sickness. Some features are unavailable or are not fully implemented while in CineCam's third-person. CineCam could break or cause issues in missions that manipulate the camera. Description: This mod replaces the third-person camera. This replacement is more dynamic, moving based on context. The camera positions itself according to the player's actions. If the player is moving with their weapon lowered, then the camera will follow centered behind the player, exuding a feeling of tranquility. When the player has their weapon raised, the camera will go over the player's shoulder, allowing for a clear shot of what's ahead. Free-look moves the camera in closer towards the player's head, improving feedback. The camera's motion is derived from various properties of the player. The weight of the player's movement can be felt through the camera. Known Issues / ToDo: [Issue] Reloading a secondary weapon while in third-person will reload the primary weapon first if it needs to be reloaded (limitation of `reload` command). [Issue] Reloading in third-person sometimes doesn't work. [Issue] Action menu cannot be accessed while in third-person due to technical limitations of being switched to a separate camera. [Issue] Aiming down sights can stop working in both third or first person. [Issue] Zooming in by holding right click while in third-person, and then releasing zoom, doesn't return back to the third-person camera. [Issue] Sprinting while the player's weapon is lowered causes the camera to go into shoulder-cam mode (`weaponLowered` command is unreliable). [Issue] Switching fire modes in third-person sometimes fails. [Issue] Firing full-auto in third-person for certain weapons does not work (need to build up list of full-auto fire mode names -- if you come across a weapon that doesn't fire in full-auto while in third-person, let me know). [Issue] Clicking in menus causes the player's weapon to fire. [ToDo] Add crosshair to third-person, which can be toggled via CineCam's Addons Settings. [ToDo] Make camera translations work with relative-space vectors, instead of global-space for easier camera manipulation. [ToDo] Camera yaw does not utilize torque yet (need to figure out how to handle rotation from 359deg to 0deg, as it rotates 359deg backwards instead of 1deg forward). [ToDo] Respect different vision modes, such as night vision, and thermal vision. [ToDo] Separate camera position offset handling for both left and right leaning (common problem of limited visibility when leaning left with right-oriented shoulder cam). [ToDo] Improve recoil feedback (perhaps tie it to arm/shoulder movement since that should accurately represent the recoil motion?). [ToDo] Make camera settings user-configurable. [ToDo] Handle third-person vehicle camera. [ToDo] Potentially use `cameraEffect` to allow for various post-process effects and the ability to change field of view (player loses control of character when using `cameraEffect` at the moment). [ToDo] Initialize camera position on player. [ToDo] Allow for shoulder-cam to be toggled between left and right shoulder. [ToDo] Allow for shoulder-cam position switching to be disabled. [ToDo] Obligatory code refactor. Changelog: 0.16 / TBA: Code cleanup. 0.15 / Nov 1, 2018: Made camera settings configurable (via Options > Addon Options > CineCam). Reduced default film grain value. Disabled CineCam's post-process effects by default (can be enabled via Addon Options). 0.14 / Oct 31, 2018: Improved camera offsets for practicality. Prevent firing while viewing map. Fixed issue where attempting to fire in full-auto with an empty magazine would playing the click sound every frame. Fixed issue where firing in full-auto for certain machine guns would only fire single shots. Remove inadequate night-vision handling. 0.13 / Oct 31, 2018: Allow for shoulder-cam to flip position offset depending on player's lean direction. Added keybinding to manually toggle shoulder-cam position (accessible via Options > Controls > Configure Addons > CineCam > Toggle Camera Shoulder). Allow for inventory to be accessed while in third-person. Fixed issue where sprinting while the weapon was lowered caused the camera to go into shoulder-cam mode (should only happen if the weapon is raised). Added mild post-process effects for eyecandy. Removed inadequate camera shake that represented weapon recoil (will be revisited at a later date). Improved combat lean stance detection for shoulder-cam flipping. Prevent firing while in dialogs. 0.12 / Oct 30, 2018: Fix issue where player can't aim down sights while in first-person. 0.11 / Oct 29, 2018: Fix issue where players couldn't fire in full-auto while in third-person. 0.1 / Oct 29, 2018: Initial release. Media:
  18. Is that something known? Any solution exist? Footage: If I set series of r2t cameras for the player, then do same for u1 unit, some of u1 unit textures turns black instead. Then, if I remove r2t from the player, the only working r2t textures for u1 turn black too. All r2t turn black if you activate splendid cam. Note also weird splendind cam behavior (view switch), when launched during activating cameras sequence. Used repro. EDIT: a theory - excluding splendid cam it may have something to do with some hardcoded limitation in amount of r2t used simulatanously. When at the last part I'm using this: _x cameraEffect ["Terminate","BACK",(format ["rendersurface%1%2",_foreachIndex,""])]; instead of: _x cameraEffect ["Terminate","BACK"]; black textures on u1 gradually start to show proper image as cameras are terminated on the player textures. This theory is confirmed by a fact, if I reduce amount of r2t for the player, equally more are properly displayed on u1. That limit seems to be 8. If that's actually a limit, can it be lifted/raised? There's also weird splendid cam behavior to be explained.
  19. Hi all, I'm trying to add a feature to a scenario which will allow players to use a menu action to create a camera (in this case a kestrel) which they can fly around in. Then, once they are done scouting, can use another menu action to destroy the camera and return to controlling their soldier. Just on a quick testbed scenario I have the following scripts. In my init.sqf I have Then I have two scripts. In "flyfree.sqf" is have In "Stopflying.sqf" I have: Thus far the main problem I am encountering is that I cannot get any menu actions when you are transferred to controlling the camera. Is this an inherent feature of Arma with no workaround? A second minor problem which may be my client is that in the debug commands I can destroy the camera, but it doesn't automatically return to controlling the soldier. Any help will be greatly appreciated! Thanks
  20. Whenever I start the scenario in either Singleplayer or Multiplayer I load into this. I can't control or move the camera, but I can access the menu (which sometimes stops working too for no reason). The only way I've found to get past this is to open the Zeus menu while ingame, which doesn't work for any units I don't allow to Zeus (i.e. player characters). I'm kinda at my wit's end with this and would appreciate some help. I don't think this is a mod problem since it started to occur after I had already loaded in with no problems with the same mod set up, but just in case here's my list of mods. Edit: After an arduous trial and error testing of what was breaking the mission (i.e. deleting things individually, testing if it worked, then adding more and more back) I found that what was messing up my mission was one of the Ares mod structures. In particular, it was the AP minefield. Once I deleted it, the problem went away entirely.
  21. if I had the darter I could lock the camera simply by doing- _uav lockCameraTo [(screenToworld [0.5,0.5]), [0]]; and if I wanted to show an on screen PIP of the uav feed I create a camera object and place it like this- _cam attachTo [_uav, [0,0,0], "PiP0_pos"]; how can I do both of these for the pilotCamera found on planes in the new jets DLC? Thanks guys. -o5
  22. indiCam - independent camera This is a script that I built to help me with recording Arma 3 cinematics. The core idea for indiCam is to use a separate computer to record secondary gameplay footage around a player on a multiplayer server without the need to manually move the camera around. That stems from me wanting a secondary perspective to mix with my regular first-person footage in a video editor. No actual recording is done by the script. For that you will have to use screen recording software like OBS, nVidia Shadowplay or Radeon ReLive on the machine that is running indiCam. So it turns the game into an automatic camera robot. Once it has been started, it will follow your selected unit around while automatically switching between camera angles depending on situation and visibility of the target. The target unit can be a player or AI as well as of any faction. The camera will completely take up the screen. The computer running it will not be able to participate in regular gameplay. indiCam is short for independent camera. It needs to run independently on a separate copy of Arma, preferably on another machine entirely. Examples of usage: Observe players on a multiplayer server (and record it) to get all the juicy details Let AI duke it out in epic single player scenarios and use as screensaver, cause the Arma must go on. Record your own gameplay in a multiplayer scenario from another client, since it can never be too much Arma. Record the trials and tribulations from the perspective of the opposing force so that you can watch that after the fact and bask in your own shock and awe. Technical description Definition: actor - term for the current unit that the camera is tracking Definition: scene - the complete set of variables that defines how the camera should behave at any given situation such as camera position, zoom, target object or things like that. The script is built in a modular fashion and picks a scene type depending on the current situation. Each scene can be tweaked and optimized to suit by editing the code. The main factor that the script takes into account is for vehicle type. If the actor is on foot - which is considered a vehicle type - the scenes will look different from when the actor is in a helicopter for example. Depending on vehicle type, the script will then adjust for level of action around the target and speed/altitude of vehicles. New functionality from 1.3 is the "scripted scene" system that is intended to capture special events. The current one is a script that looks around the vicinity of the camera to see if any units are aiming their launcher. It will then roll the dice to see if it should show that specific event. After it's done, the camera will go back to regular operation. Press F to start the indiCam control window. Each scene has an individual duration time defined. After that time has run out, the script will do a line of sight check and pick a new scene where the actor is visible from the camera position. Currently that means that the actor might not necessarily be in frame, but below or behind the camera. There is also a possibility of making the scene ignore the line of sight check so that it will be applied anyway. Many scenes randomizes the camera position and zoom level. So each time they are applied they will not look exactly the same. This makes the footage more varied. It also helps with finding a camera position that works within a confined space like a house as well as open areas by placing those far away camera angles with a high level of zoom. So creating new scenes of your own should be pretty straightforward, just copy a similar existing one and put it in the situation where you want it. In the scene selection script there is a code block that can force a scene to execute. This is where new scenes can be trimmed in properly before being put into the randomizing loop. On the more advanced side of things, the script uses hidden proxy objects for camera placement and orientation. They’re called “game logic” in code, but maybe should have been called proxies instead. These proxies allow for producing movement of the camera that is decoupled from the unit it is tracking. It makes for much more smooth camera movement and tracking. Resources The mod version and script version are contained in a single package and can be downloaded here: https://drive.google.com/open?id=1pvVD-zwCXnvWj5zHwPgXfgkvo4MEJ9FL Steam mod download: https://steamcommunity.com/sharedfiles/filedetails/?id=1372800247 On my youtube channel there are already videos containing footage from indiCam. https://www.youtube.com/channel/UCi3gV_w80QkjgOd7H4Zu46w Test the script directly in an example scenario from the Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1372803729 There is a Discord on the subject where you can get in touch and download future beta versions. https://discord.gg/gM4RyTd Future plans Between work and family life I just cannot reliably commit much time to projects like these. That is the main reason it was released in it’s initial not-really-perfect state. If you want something changed, please report it but don’t expect too much in way of fixes or releases quickly. I’ll try to stay on top of things, but it never seems to work out entirely as I hoped. With that said, I have a bucket full of ideas that I want to implement as soon(TM) as I can manage. Stuff like more types of camera movement with camera shake, panoramics, vehicle weapon cameras and so on. Then there is always the weapon cam that I wanted to make work. The other way to have things changed, by the way, is to do it yourself. Feel free to modify the script, it was written with that purpose in mind. If you create any new scenes that are especially cool, consider posting them on the BI forum thread so that others can get those killer camera shots. Contributors Many thanks to Reggaeman, Ripppe, Parker and Mad_Cheese that helped me test and come up with ideas as I built this from just being my own little helper to something that is polished enough for others to use. Special thanks goes out to Reggaeman and Parker for condensing hours and hours of gameplay into shorter videos with the little gold nuggets where indiCam did something interesting or just plain weird. It has been incredibly helpful and I wouldn't have been able to spend that kind of time myself. You’ll find Reggs' videos here: https://www.youtube.com/channel/UCdDmtot-tNsTJMmdk-soeHA Parker is uploading here: https://www.youtube.com/channel/UCqm8CVJeqlmpx7ACU4HfXqg That is it! love, woofer
  23. With the interior update that we got on the dev it added PiP displays for the targeting cameras. My question is, is that something that could be adapted for use on let’s say a live feed type system? Specifically displaying a drone camera or designator camera to a separate object (monitor). I know the R2T script way to do it, but I feel it’s clunky and doesn’t work as well as intended. I.e. zooming doesn’t work, doesn’t allow for active WHOT->Normal switching & with the higher altitudes it has view distance limitations.
  24. eisenmaik

    Intro Camera Sound Bug

    I am working on a little Mission with an Intro. After some hrs of Editing a sound Bug apeared when i launch the Intro. It is like my Camera is making the AR2 Drone Engine noise, very loud and annoying. I try many things but the Sound appears directly when the Camera is created. My Camera Script _camera = "camera" camCreate [0,0,0]; _camera cameraEffect ["Internal","BACK"]; //we created a camera in the middle of nothing; _camera camPrepareTarget [90329.63,71810.31,185.18]; _camera camPreparePos [12850.97,8587.50,1.80]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; sleep 12; waituntil {camCommitted _camera}; _camera camPrepareTarget bobcam_medic; _camera camPreparePos [12853.50,8584.91,2.81]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 2; sleep 4; waituntil {camCommitted _camera}; _camera camPrepareTarget bobcam_medic; _camera camPreparePos [12868.13,8589.99,1.47]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 1; sleep 4; waituntil {camCommitted _camera}; _camera camPrepareTarget bobcam_medic; _camera camPreparePos [12884.71,8578.38,3.12]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; sleep 2; waituntil {camCommitted _camera}; _camera camPrepareTarget bobcam_medic; _camera camPreparePos [12896.10,8531.54,32.11]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; sleep 2; waituntil {camCommitted _camera}; _camera camPrepareTarget cam_2; _camera camPreparePos [12917.74,8529.25,58.01]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 1; sleep 3; waituntil {camCommitted _camera}; _camera camPrepareTarget cam_2; _camera camPreparePos [12979.86,8418.11,5.84]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 1; sleep 2; waituntil {camCommitted _camera}; _camera attachTo [huso_9, [0, 20, 0]]; _camera setDir 360; _camera camPrepareFOV 0.750; _camera camCommitPrepared 1; sleep 10; titlecut ["","BLACK OUT",3]; _camera cameraEffect ["Terminate","back"]; EndIntro = true; Greatings
  25. Hi, i love to make missions in Eden Editor and recently i discovered that exist a module called "KeyFrame Animation Camera" wich is very cool, but i have a question. If i want to make a little cutscene at the start of the mission, how i can remove the camera and back to the fps view when cutscene is finished?
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