Forum Jump :

Author Message

Tajin  



Posts: 433
Rank:


Level: Member

Country: de
Location: Bavaria
Occupation: Communications Designer
Age: 33
In-game name: Tajin

 
#16 Posted at 2013-03-22 09:43        
     
Yeh I know, the PIP of the gunner-screen currently overwrites that of the helmetcam. Vehicles are not considered at all in the current version.

The thing about the resizable window/fullscreen is... you can only view those liveFeeds when you're wearing tactical glasses. Those glasses are not like VRgoggles however, they merely have a small display in the lower right, so fullscreen wouldn't make much sense.
You see, I'd prefer to keep this as realistic/believable as possible. Beeing able to adjust the size of the window is probably the best option.


The good news are: There is still plenty of room for improvement, so I wont get bored with this thing. :D

There are a lot of very capable people on this forum, willing to spend some of their time to help you out. So if you have a problem, it surely isn't too much to ask that you atleast take the time to describe it properly. Thanks.

Author Message


Posts: 2
Rank:


Level: Member

Country: uk
Location:
Occupation:
Age:
In-game name:

 
#17 Posted at 2013-03-22 11:15        
     
Hi, is there any way that it can be assigned to a different key?


Advertisement


Author Message

Tajin  



Posts: 433
Rank:


Level: Member

Country: de
Location: Bavaria
Occupation: Communications Designer
Age: 33
In-game name: Tajin

 
#18 Posted at 2013-03-22 11:35        
     
Aye, pretty easily.
You only need to know the keycode of the key you want to use for it.

Open "hcamcontrol.sqf" (Line 20):
// Not the key we want? End the script!
if (_key != 55) exitWith {};	// 55 is * on your Numpad
Replace 55 with the desired keycode.

There are a lot of very capable people on this forum, willing to spend some of their time to help you out. So if you have a problem, it surely isn't too much to ask that you atleast take the time to describe it properly. Thanks.

Author Message


Posts: 2
Rank:


Level: Member

Country: uk
Location:
Occupation:
Age:
In-game name:

 
#19 Posted at 2013-03-22 15:44        
     
that's great, thanx for the info *BRAVO*


Author Message


Posts: 4
Rank:


Level: Member

Country: il
Location:
Occupation:
Age:
In-game name:

 
#20 Posted at 2013-04-01 11:53        
     
Hello Tajin,
Great script can I add it to MCC Sandbox?


Author Message

Tajin  



Posts: 433
Rank:


Level: Member

Country: de
Location: Bavaria
Occupation: Communications Designer
Age: 33
In-game name: Tajin

 
#21 Posted at 2013-04-01 13:53        
     
@shay_gman
sure, that sounds like a great idea. I love MCC.

Added 8 hours 35 minutes later:

You might want to wait with that though, I'll soon release a new version with some changes/improvements.
Testing it now.

This post was edited by Tajin (2013-04-01 22:28, ago)

There are a lot of very capable people on this forum, willing to spend some of their time to help you out. So if you have a problem, it surely isn't too much to ask that you atleast take the time to describe it properly. Thanks.

Author Message


Posts: 6
Rank:


Level: Member

Country: de
Location:
Occupation:
Age:
In-game name:

 
#22 Posted at 2013-04-03 11:29        
     
Any news on the new version?

Maybe you could show some sneak previews? ;)


Author Message

Tajin  



Posts: 433
Rank:


Level: Member

Country: de
Location: Bavaria
Occupation: Communications Designer
Age: 33
In-game name: Tajin

 
#23 Posted at 2013-04-03 13:37        
     
I can give you a rough list of changes:

- Addon version included (CBA dependant)
- Added a customized pip-dialog, instead of the default one (can be toggled between two sizes)
- Name of the unit you're watching is shown on the display
- Camera works for vehicles (only driver-view)
- Interference with PIPtextures in vehicles fixed
- Code slightly restructured

My plan is to make the missionscript and addon compatible with eachother. So that missionmakers can include settings for the helmetcamera in their mission and those settings will apply for both the included script and the addon. (adding those settings without actually including the script also works)

Later versions will also include a dialog inside the display. That dialog would then allow to configure your camera. (things like changing brightness/contrast, keybinding, display settings and so on)

There are a lot of very capable people on this forum, willing to spend some of their time to help you out. So if you have a problem, it surely isn't too much to ask that you atleast take the time to describe it properly. Thanks.

Author Message


Posts: 6
Rank:


Level: Member

Country: de
Location:
Occupation:
Age:
In-game name:

 
#24 Posted at 2013-04-03 14:59        
     
Nice changes. Will you be able to use the helmcam addon version on missions without any customization?

And have you dropped the "resizable window" idea?


Author Message

Tajin  



Posts: 433
Rank:


Level: Member

Country: de
Location: Bavaria
Occupation: Communications Designer
Age: 33
In-game name: Tajin

 
#25 Posted at 2013-04-03 15:21        
     
This:
# Tajin : - Added a customized pip-dialog, instead of the default one (can be toggled between two sizes)
I might make it fully scalable later on, but for now 2 sizes should suffice.

The addon basically works on any mission where you are part of a group (if the server allows it).

Added 6 hours 58 minutes later:

Here are some screenshots with the new display.



Added 1 hour 35 minutes later:

As promised, the new version (0.4) is now ready.

See first post.

This post was edited by Tajin (2013-04-04 00:13, ago)

There are a lot of very capable people on this forum, willing to spend some of their time to help you out. So if you have a problem, it surely isn't too much to ask that you atleast take the time to describe it properly. Thanks.

Author Message


Posts: 20277
Rank:


Level: Super Admin

Country: nl
Location: The Netherlands
Occupation:
Age: 41
In-game name: Foxhound

 
#26 Posted at 2013-04-04 08:28        
     
New version frontpaged, you can find our updated mirror here:





** topic moved to "Arma 3 / Addons and Mods: Complete" since it now comes in both an addon and script version.

Visit my family webshop desteigerhoutshop.nl.

Author Message


Posts: 3
Rank:


Level: Member

Country: ru
Location:
Occupation:
Age: 29
In-game name: DarkWanderer

 
#27 Posted at 2013-04-08 10:16        
     
Hi, Tajin.

Awesome. Truly awesome.
I was just thinking about something similar :P But you beat me totally to it.

I've noticed a bug, however, when some of the teammates are down. It seems like the switch key still cycles through dead teammates, but the camera does not switch. And extreme case is when you're the only man alive in team.
Maybe the bug is present in mission version only, haven't tried the addon one yet.

Repro:
1.Start the mission coming with addon.
2.Send the AIs to die or kill them yourself
3.Try pressing NumPad-* several times

Also, a short suggestion: I think it is just confusing to have to cycle through your own camera. Maybe it's worth excluding the player himself from the list of available cameras?

This post was edited by DarkWanderer (2013-04-08 18:00, ago)

Scorch: "Was it red, red, green, or red, green, red?"
Sev: "And he's supposed to be the demolitions expert?"

Sev: "Nothing like a little precision teamwork, Deltas."
Scorch: "And that was nothing like a little precision teamwork."

- Star Wars: Republic Commando

Author Message


Posts: 41
Rank:


Level: Member

Country: nl
Location: Amsterdam
Occupation: PHP Developer
Age: 31
In-game name: [DD]Grezvany13

 
#28 Posted at 2013-04-08 10:48        
     
Since I'm working on my own addon which uses the PiP functionality in combination with helmet cameras; this is how I handle dead units:

When a unit is dead I simply play a short video with static instead of the feed. By simply check if the unit is still alive before running the scripts to attach the camera (which can be buggy at dead units), I ensure that the scripts always work and all units are still available even when killed.

Proud member of Double Dutch Clan - Dutch Multigaming Clan since 2007
Member of Tangodown - Tactical Gaming Community

Author Message

Tajin  



Posts: 433
Rank:


Level: Member

Country: de
Location: Bavaria
Occupation: Communications Designer
Age: 33
In-game name: Tajin

 
#29 Posted at 2013-04-09 10:23        
     
The way it handles dead units now was somewhat intentional but I think I'll have to take another look at it.

Thing is: If I simply skip dead units, then you won't know if they're really dead.
They could've just taken off their headgear. Therefor I prefer to see a black screen and the name of the unit.

Anways, that's a good point.
I'll add a user-option for this in a future version, so people can have it both ways. Whichever they prefer.

Excluding your own camera will also be added as toggleable option. (seeing your own camera can actually be useful in some situations)

There are a lot of very capable people on this forum, willing to spend some of their time to help you out. So if you have a problem, it surely isn't too much to ask that you atleast take the time to describe it properly. Thanks.

Author Message


Posts: 3
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name:

 
#30 Posted at 2013-04-09 13:23        
     
The script version of 0.4 doesn't seem to be working for me. Could it have been broken by a recent update?

Added 1 hour 29 minutes later:

Also Tajin, I'm trying to get a really basic PiP view of what the player is looking at, zoomed in by around 20x or so. I'm going through your code and trying to strip out the essential stuff, but honestly a lot of it just doesn't make any sense to me. Is there any chance you could be persuaded to make a barebones, only-the-essentials script, with some annotations to explain what's doing what?

This post was edited by TraxusIV (2013-04-09 14:52, ago)