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Found 27 results

  1. 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 F1, or use the action menu item to start the indiCam control window. Future releases will see a CBA binding in the mod version and no keybinds initialized by default in the script (mission) version. If the actor dies, the script will automatically switch to another unit based on current actor switch settings. If it was a specific player that died and you want the camera to keep following that person around, you’ll have to manually assign that player as an actor again for now. 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 in space 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
  2. 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
  3. 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)
  4. 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
  5. 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.
  6. 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?
  7. 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?
  8. 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:
  9. 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.
  10. 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
  11. 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.
  12. 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
  13. 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?
  14. 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.
  15. 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
  16. 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?
  17. OK so new to Zeus....have watched numerous videos and read the manuals online. Everything seems to work fine in Eden/Zeus. However, when I try to run it with my LAN group I end up getting either 2 variations. 1) Stuck with no GPS symbol 2) Stuck on the Splendid camera Are there any ideas you might have? Is it hard to share with another person to review? Thanks so much....
  18. pnn

    Arma 3 Cameraview

    Camera should track an object on the ground and give the top view ( eg: looking at a vehicle on the ground from a UAV (top view)) How do I modify the script? Thanks, -P _cam = "camera" camCreate (myobj modelToWorld [0,10,10] _cam camSetTarget myobj; _cam camSetRelPos [10, 0, 1.5]; _cam cameraEffect [ "internal", "right"]; showCinemaBorder false; _cam camCommit 1;
  19. Hi, Im gonna apologies in advance if this is the wrong board but I used my common knowledge and thought that maybe someone created a mod that does what I am looking for. Anyways, what I am wondering/looking for is a mod, or a way to record game play. Now, I dont mean this as just recording like using fraps and obs. I mean it as in recording everything that goes on in a game. More like replays from CSGO. Where I get to view the game from other players perspective or just have a free roaming camera all together? I wonder this since I see Dslyecxi's videos and his 3rd person footage looks like it would be impossible to get an AI to complete and/or it would be too hard to shoot while also controlling that character. So I was wondering if I could, run a mod or something that would record every players variable and would then later execute them separately to let me explore and get cool footage? Thank you
  20. Hey guys, I'm trying to add motion blur to 3rd person view. In this case the rotation blur in ARMA III. It exists for First Person view but does not effect 3rd Person. The initial idea was to find the camera settings for post processing and copy/paste over to the 3rd person camera settings, but it clearly isn't that simple, as there does not seem to be separate camera files or configs to change or script for. [exp: 3rdPersonCamera.cfg] Looking for any help with scripting rotational blur into the 3rd person camera. Of course players can turn it off if they turn rotational blur to 0 in the video settings. Side Note: I realise motion blur can be annoying and distracting in first person, but a lot of newer games are adding it for 3rd person, as if its a sign of a nex-gen game or modern engine *rolls eyes*
  21. 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..? -_-
  22. Hello folks. Two questions: 1. Is there a function call that returns a boolean when a curator is actively using the camera? something along the lines of: "inCamera curator" => returns true when actively using the birds-eye view camera and false when controlling their normal physical character. Pretty much some way to recognize a trigger for when the player enters and exits zeus. my current awful solution is detecting the "Using Inventory" animation for standing, crouching, and prone. This, however, doesn't work if the player is in an advanced stance or in a vehicle. 2. Is there a way to disable unit markers on the zeus map for zeus. I don't mean the difficulty setting for all player maps (that's already disabled) nor do I mean removing units from the curator editable objects (that's also already disabled). Despite the magic map being off and the units not in the curator's editable objects, they still show up on zeus player's map. Anyway to disable this? Thanks for the read.
  23. Hey boys, i've got a real big problem (the perfect start for a scripting noob ;) ). I started creating a multiplayermission in the eden editor, and i got an AI with an addaction on it. So when all mods are synced, all the player will go to the AI and all can choose the addaction. But if one of them was clicking on it, the script should run for all players at the same time. But in my case, it is not just a script like healing or teleporting. This will be a camerascript. I tried a lot of things, and they worked for me, while testing in the editor, but they are not working in multiplayer on the server. They were running just for each player, and the helis are not flying, just standing there in spawnposition. And one more importend thing, before i post my scripts: When i add a .sqf file, i will get this error: "Preprocess failed with error - Invalid file name(empty filename)" Just when i change to .sqs the script will run in editor. Init's of my AI called Opa_1: (all examples worked in Editor, but not in MP) example 1: if (isServer) then { intro = this addAction ["Legen wir los.", {Opa_1 exec "script\opaintro.sqf";}, nil, 6, True, True, "", "(_target distance _this) < 6"];} example 2: if (isserver) then {[[Opa_1, ["Legen wir los ...","script\opaintro.sqs"]],"addAction",true,true] call BIS_fnc_MP;} example 3: {Opa_1 addAction ["Legen wir los ...","script\opaintro.sqs"];} remoteExec ["bis_fnc_call", 0]; opaintro.sqs/.sqf (i just changed the filename for example 1): ? ((paramsArray select 0) == 0) : goto "del" _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] showcinemaborder true; opa_1 switchmove "Acts_B_out2_briefing"; opa_1 removeaction intro; ;comment "20:01:58"; _camera camPrepareTarget [-75303.13,29256.81,5625.25]; _camera camPreparePos [23691.55,16276.09,2.44]; _camera camPrepareFOV 0.324; _camera camCommitPrepared 0 ;comment "20:02:27"; _camera camPrepareTarget [84408.05,-62884.46,-6862.32]; _camera camPreparePos [23692.37,16276.17,2.65]; _camera camPrepareFOV 0.195; _camera camCommitPrepared 10 ~10 aheli1 hideobjectglobal false; aheli1 enablesimulationglobal true; aheli2 hideobjectglobal false; aheli2 enablesimulationglobal true; aheli3 hideobjectglobal false; aheli3 enablesimulationglobal true; playmusic "introbg_1"; ;comment "20:19:05"; _camera camPrepareTarget [122550.25,31165.10,2120.64]; _camera camPreparePos [23688.01,16272.10,3.95]; _camera camPrepareFOV 0.696; _camera camCommitPrepared 0 ;comment "20:19:56"; _camera camPrepareTarget aheli2; _camera camPreparePos [23686.90,16279.11,5.23]; _camera camPrepareFOV 0.033; _camera camCommitPrepared 10 ~10 titleCut ["", "BLACK OUT", 1] ~ 4 player cameraEffect ["terminate","back"] camDestroy _camera ? ((paramsArray select 0) == 0) : goto "end" titleCut ["", "BLACK IN", 5] #end exit So the srcipt will execute for the player who hits the addaction, but not for all at the other players (but thats what i want). And the helicopters just will show up for the player which hits addaction. This opaintro-script is the short one for testing. I've got a bigger one, just with more camera positions an more switchmoves an playmusic. If needed, i am able to create a link for the missionto download, but i am using mods on this. I hope they are not important for the solution. So please tell me, it's just a simple thing. And please explain your solution. This trial an error took about 8 hour's right now, and i am going crazy on that, because it is not working on the server.
  24. Hello, maybe someone know? How to link the camera to the turret of tank? And when turret rotates, camera also rotates. Like this:
  25. So the basic premise is this. I have a camera that I create and attach to a vehicle in order to create a cinematic. The cam.sqf file I have made is triggered from a addaction attached to a unit. The problem I am having is that when I trigger the camera and my view moves to where it is set I have no way of undoing the movement except for opening the BIS camera and the closing it thus resetting my view. I'm hoping there is an easier way of switching back to my player so I can trigger the next camera when I want to. Below is the code for the camera and the trigger. player addaction ["Air1 - Cam1", "cam1.sqf"]; //cam1.sqf camera = "camera" camcreate [0,0,0]; camera cameraeffect ["internal", "back"]; camera attachTo [aircraft1, [0, 0, 0]]; camera setDir 0; camera camPrepareFOV 0.750; camera camCommit 0; showCinemaBorder false;
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