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Found 10 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. Hello, Scenario is SP/MP and I'm creating this on my local PC to host a game with my friends using LAN. I'm by no means good at scripting and I have scoured the forums, using all of the knowledge of this community to get the animation to work correctly but I can't. (Found alot of cool and useful stuff) but the idea is simple(which execution never is). I am currently trying to make a mission with a cutscene(NOT CINEMATIC FOR RECORDING) using the "player/players" body when they reach a certain point. My problem is, that when animations are applied to the "UNIT" the PLAYER is playing, The animation stutters. The Players body will attempt to start a simple slow walk, stutter, snap to erect and slide across the ground, then attempt to go to walking and walk for maybe a second then stutters, stands erect, slides across ground, REPEAT. Below is in my "Camera.Sqf". Minus The camera commands. As it still stutters without the camera commands. player playmove "AmovPercMwlkSlowWrflDf_v3"; sleep 5.00; player switchmove "";sleep 0.5; player playmove "AmovPercMwlkSlowWrflDf_v3"; sleep 5.00; I know about the Hubspectatorwalk but in the example above. I'm just keeping it simple. I will add more animations besides walking. So just Hubspectatorwalk is not an option. As the characters will need to turn and perform other animations during the scene. I have tried disabling player Input(thinking it was trying to use the mouse or keys for characters animation and overriding the animation) but that didn't work. Tried to force careless stance, and limited movement speed-No avail. it works for AI units(which DOES make sense to me). Is it possible to animate the players body without "Stuttering"? If so, anyone have ideas? Side question for Bohemia- Why do the turn left/right animations on AI units NOT TURN THEM??????? (set direction snaps the target. I KNOW it is possible to smooth the turn through other means, but why should I need it. When theres an animation...for turning..." --If its already KNOWN that it CAN'T be done please let know-- Any assistance is appreciated. Here's a short vid of the issue. Ignore the Camera1 script error. I just have another trigger trying to fire another sqf it cant find.
  3. I've made an intro in the editor which works fine and I decided to turn it into the background scene in the main menu. However, the scene doesn't seem to work and the camera simply appears to be looking down the terrain from the sky, so the mission doesn't seem to be loading properly. Here's my config. I don't get any errors while packing the mod, nor while the addons are being loaded. I also made sure to name the intro script "initIntro.sqf" as stated here. class RscStandardDisplay; class RscDisplayMain: RscStandardDisplay { enableDisplay=0; delete Spotlight; class controls { delete Spotlight1; delete Spotlight2; delete Spotlight3; delete BackgroundSpotlightRight; delete BackgroundSpotlightLeft; delete BackgroundSpotlight; }; }; class CfgPatches { class BvT_Main_Menu { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Map_Altis","A3_Map_Stratis","A3_Map_Stratis_Scenes","A3_Map_Altis_Scenes","A3_Map_Tanoabuka","A3_Map_Enoch"}; author[]= { "Blackest Night" }; fileName="BvT_Main_Menu.pbo"; worlds[]={}; }; }; class CfgMissions { class Cutscenes { class Tanoa_Intro1 { directory="BvT_Main_Menu\scenes\BVT_Intro1.Enoch"; }; class Altis_Intro1 { directory="BvT_Main_Menu\scenes\BVT_Intro1.Enoch"; }; class Stratis_Intro1 { directory="BvT_Main_Menu\scenes\BVT_Intro1.Enoch"; }; class Map_VR_anim01 { directory="BvT_Main_Menu\scenes\BVT_Intro1.Enoch"; }; class Enoch_intro1 { directory="BvT_Main_Menu\scenes\BVT_Intro1.Enoch"; }; class Malden_intro { directory="BvT_Main_Menu\scenes\BVT_Intro1.Enoch"; }; }; };
  4. At the beginning of my mission, I have the player and an AI walking in a cutscene using Hubspectator_walk, but I want the AI walking with the player to turn left and walk that way out of the scene. How can I do this?
  5. Hey everyone, I was recently thinking of some kind of ending cinematic to my mission. What I thought about was: 1. Wait until we're all done with the flow of the mission. Usually when the mission is done we gather up in a group to do a quick photo and a small debriefing, so we're technically still in the scenario. 2. When Zeus decides so, the mission would be switched to a cutscene. 3. If possible, a script would grab all the players who survived and put them in predefined places, for example next to some kind of building which was the last objective. 4. Those players would then play certain animations (lying on the ground, sitting, resting after a mission, waving, whatever stuff there is to choose from). 5. During those animations the camera would move a tiny bit here and there and probably show some kind of jet formation flying by. 6. Mission officially ends with the "Mission Complete" screen, some music plays in the background and bang, we're done. Do you think this is possible by any means? I think I would be able to figure out how to teleport the alive players to specific places and have them switchMove to animations, but not sure how to make the camera moving effect as well as how to make it work just after the mission, so to make it seem relatively smooth. If I recall correctly, there is an option in the Editor to choose Scenario, Intro and Outro so I think there's gotta be a way to make them transition between each other and achieve the aforementioned effect but I have no clue how to do that. https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Phases I will be grateful for any kind of help in that regard. Thanks! Adam
  6. Hello everyone. Do we have any news about this feature? It's been out like for a month and still we only got a tutorial for a looped animation. I'm really excited as the potential of this is huge for making missions. Is it broken at the current state so we only use the loop?, has anyone found a way to make this work?
  7. Something More - an Arma 3 Campaign. [Project DEAD - sorry, explanation below.] Something More* is an in-development Arma 3 campaign based upon the official story-line and set after the events of the Apex Protocol. It is a Single-Player campaign that takes advantage of the latest expansion, Apex, in an effort to combine the realistic, sandbox experience of the ARMA series and an engaging story. Features Prologue of Story based missions Playable cut-scenes Multiple playable characters Piloting aircraft and drones Civilian interaction Decisions matter Playable testing phase Diving/underwater gameplay Downloads Download in a Campaign format here (preferred)... http://steamcommunity.com/sharedfiles/filedetails/?id=750543820 (steam Workshop) Download individual missions via the Steam Workshop here. Created by Tom Mack. - I plan on posting about the development process on my "Tom Has Thoughts" site, if you wish to see how all this was made, then give it a visit. Thanks to Kydoimos, Lexx, IndeedPete and Wiki and everyone who submitted their thoughts to the "What Makes a Good Arma Campaign" Thread. And thanks of course to Bohemia Interactive.
  8. Hello, I am trying to build a mission in arma 3 but i want to have cutscene's in this mission. After some googeling i found this page: I followed that instructions and it does work but every time a trigger with video is activated i get this error: Picture t\effect_ca.paa not found. what i want is just to play a video I saved in the mission file when a trigger is activated. I don't understand how scripting works yet so for now I am copy pasting video's most of the time. Is there anyone who knows how this works and can tell me how to fix this error?
  9. Hello. I currently developing a coop mission with cutscenes and have 1 problem here. If camera change position, I want that all textures of objects were already loaded (houses, roads and etc..). I used this: preloadCamera. But looks like it doesn't work. Anybody know the solution how to preload the textures, before the camera change it's position..? This command, preloadCamera, there is no detailed description how it works. I don't know for how long it preloads textures and if they stay loaded even after camera change again it's position..? -_-
  10. I know there is a Gcam for A3. I was just wondering if someone could make the Gcam Recorder compatible with Arma 3, if that is even possible. Here is the link to the Gcam recorder: http://www.armaholic.com/page.php?id=13944
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