Arma 3
indiCam - independent camera
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Update: 27 Mar, 2021 @ 1:50pm

/* Changelog version 1.321*/
//KNOWN- Issue with map selection in GUI breaking at times. Fix is to close indicam gui then opening and closing the regular map before going back to the gui.
//FIXED- HOTFIX for mod version not loading correctly in conjunction with some mods.

Update: 23 Mar, 2021 @ 6:17am

/* Changelog version 1.32*/
//KNOWN- Issue with map selection in GUI breaking at times. Fix is to close indicam gui then opening and closing the regular map before going back to the gui.
//ADDED- indiCam clients in a multiplayer game won't be part of the actor selection pool while they have their indiCam camera running. It is to avoid getting footage of a still player in a field somewhere (thanks Reggs).
//ADDED- Checkbox in gui for showing chat during camera operation.
//FIXED- Actor switching won't include headless clients anymore.
//FIXED- Situation checks did not work in multiplayer. Eventhandlers are now rewritten to be put onto the actors' client over the network and comnmunicating to the instance of indiCam that put them there.
//FIXED- Actor death did not work on players in MP because the death cam eventhandler wasn't local to their machine
//FIXED- Headless clients and dedicated servers are now more excluded from actor randomizations (Thanks Gold John King)
//FIXED- Cameradude wasn't excluded from "only players" actor randomization (Thanks Gold John King)
//FIXED- Current actor wasn't excluded from selection pool in some actor auto switching modes
//FIXED- Unit autoswitching mode within group now switches to another group if all units within the group dies.
//FIXED- Unit autoswitching mode within group no longer makes dead units the actor.
//FIXED- Chat is now hidden by default during camera operation.
//FIXED- Purged the last bunch of usages of comment command in scripts
//ADDED- New foot scene "stationaryFrontRandom"
//TWEAKED- Foot scenes spend less time high above and more time at low and medium distance
//TWEAKED- Foot scenes at higher action values have shorter scene duration by about a third
//TWEAKED- Helicopter scenes switch earlier when actor moves away from stationary camera
//TWEAKED- Helicopter front facing scenes are shorter by about two thirds
//TWEAKED- Actor was set multiple times when using the mapclick selection method.

Update: 8 Sep, 2020 @ 3:33pm

/* Changelog version 1.31*/
//ADDED- Names of players now show in GUI map.
//FIXED- Manual mode camera no longer resets after scene timer runs out or camera gets too far away from actor or actor gets hidden.
//ADDED- Added CBA keybinds for when CBA is loaded. Without CBA, the legacy keypresses are used.
//FIXED- Manual camera now targets the actual actor, not any proxy objects.
//REMOVED- Neither script nor mod version gives the cameraman an addaction anymore. Use default F1 or set your own key
//ADDED- Added a centralized debug system. Replacement of old system in code will be ongoing.
//ADDED- Various new scenes to each of the vehicle types.
//ADDED- New scenetype "stationaryCameraAbsoluteZ" for absolute altitude instead of relative to actor.
//FIXED- Switching actor will now reset the automatic actor switch timer
//FIXED- Some slight code optimization
//FIXED- Zero divisor math error in a helicopter scene fixed. Thanks to Damien!
//FIXED- Scene followTight is now used for infantry at action value 1. Thanks to VileAce!
//FIXED- Automatic switching of random unit within distance from current actor always picked the current actor. Thanks to VileAce!
//FIXED- removeAllEventHandlers was causing issues with other mods running in special scene atGuy - code fix by VileAce!
//FIXED- Removed some comments used with the comment=""-command (Thanks to Brett)

Update: 19 Aug, 2019 @ 10:34pm

Complete redesign of the core scripts have been made. No script was left untouched and most got re-written from scratch.

Major redesign of camera movement system has been done as well. It now gets calculated on each frame to alleviate jitter as much as possible. That means that all the old scenes were wiped and I have started to create new ones. There is a basic set of scenes in and I will add more as I manage to get them stable and smooth enough. The upside is that switching scenes and actors are a whole lot more stable.

The second large addition is the new system that detects special events and cuts to a scene to show that. The only one implemented just yet is the detection of launcher usage by a unit.


//REMOVED- The number of scenes are now back to only a few due to core rewrite. Future releases will see more of them added back in the new system.
//ADDED- Actor auto switching added to gui with controls for duration and nine different modes.
//ADDED- If a player is the current actor, that player will be selected in player list upon loading the gui
//ADDED- Made the player list in gui display what side each player is on. Runs out of space real fast though.
//ADDED- Automatic night vision will now take terrain and current date into account and turn on half an hour after sunset and turn off half an hour before sunrise
//ADDED- Made actor deaths handeled by the scripted scene system and more reliable.
//ADDED- Manual mode added to gui.
//ADDED- Slider in GUI: Chance of capture cinematic scenes upon detection (0-100%). Zero means off.
//ADDED- The initial drop-down selection on map side will be whatever side the player is.
//ADDED- Pressing F9 during camera will now also store the scene name in a list. Going out of the camera immediately after pressing F9 will list the contents in a hint. Good for finding scenes that aren't working.
//ADDED- barrelWatch scene which will track barrel direction. Only for tanks for now.
//FIXED- GUI now looks as intended in both the script and the mod version. Thanks Taro!
//FIXED- Actor death now takes actor auto switch setting into account.
//FIXED- Units of any side can now be selected on the gui map.
//FIXED- Scene override timer now works in scripted version without gui.
//FIXED- Eventhandlers weren't removed from non-actor units in a controlled fashion
//FIXED- Changed wording of gui elements and tooltips for some controls.
//FIXED- Updated diary with information on GUI.
//FIXED- Start button could be pressed repeatedly and launch several instances of the camera.
//FIXED- Settings changed in gui will now be applied even if the camera isn't already running.
//FIXED- Culled a whole lot of unused code.
//FIXED- When debug was on it spawned the indicator spheres on every client.
//FIXED- indiCam settings window could be shown ontop of regular map which caused issues with cursor and markers
//FIXED- If there is only one unit (the player) on a terrain, the camera will not find eligable actors and try to switch actor indefinitly
//FIXED- An occational CTD when calculating too large or small movement values after switching actors.

Update: 27 Dec, 2018 @ 1:53pm

Version 1.2 published 2018-12-27
//ADDED- Automatic switching between players or AI depending on what the current actor is. Cycles intervals ON-10min/ON-5min/ON-2,5min/ON-1min/OFF
//ADDED- A GUI as a new main way for controlling the script. The keystrokes stays - to help with easy access over remote desktop during gameplay.
//TWEAKED- Key F1 will now start GUI during camera operation.
//ADDED- Added abilitiy to override scripted scene duration with a fixed timer in the GUI.
//ADDED- Added "Hold switching of scene" checkbox. It makes a sense to use in conjunction with "force next scene"

Update: 15 May, 2018 @ 2:40pm

V1.11 - General changes and updates to smooth development workflow
//ADDED- Keypress: F9 - Press during running camera to get the current scene ID name printed on screen. Good for debug and bug reports.
//ADDED- Dev switch: Set {indiCam_devMode = true} to run everything uncompiled which will facilitate script and scene development on the fly.
//ADDED- Camera logic: randomLinear - Plan is to use for random camera panning movement or as camera shake.
//ADDED- New scene: nonStabilizedCam - Simulated unstable binocular movement using randomLinear logic on foot mobiles and vics
//FIXED- Some of the top-down scenes have been lowered somewhat and given more zoom (tip by Kremator and Tankbuster).
//ADDED- New Scene: shakyChasePerson - A hectic third person sene for high action level
//FIXED- The cameraman is now invisible to all unts and can't take damage while the camera is running (tip by Tankbuster)
//FIXED- Scene selection now differentiates between helicopters and planes
//FIXED- Scenes divided into separate files for each vehicle category to give better overview.
//ADDED- Possibility to state conditions in a scene to disqualify it. For example if a scene should only be used for a specific vehicle.
//FIXED- Scene will now switch directly upon actor mounting or dismounting a vehicle instead of waiting for the scene timer to run out
//FIXED- Situation check eventhandlers no longer gets stacked from previous actors, but transfers to each new actor
//ADDED- Serverkey added to release package

Update: 2 May, 2018 @ 2:22pm

V1.1 - Some significant new functionality, thus the jump directly to V1.1
//ADDED- F3 to switch to another random unit that is of the same side and within a certain distance of the current actor.
//ADDED- A very rudimentary Manual camera mode. Access with F4. For a proper manual camera, see the gCam mod.
//FIXED- Map selection completely rewritten from scratch and works better now.
//ADDED- It's now possible to differentiate between units within some vehicles while selecting actor on the map.
//FIXED- Selecting a unit that is in a vehicle as actor no longer makes the actual vehicle the actor
//FIXED- Keypresses no longer stack between restarts of the camera
//FIXED- Camera no longer resets vision mode when restarted
//FIXED- Camera controls stay on the player between remoting with the "Advanced AI command" mod.
//FIXED- Some diary entries corrected
//ADDED- New scene: Medium and high altitude, medium far, front view with randomization

Update: 28 Apr, 2018 @ 4:01pm

First release