Arma 3
Multiplayer Keyframe Levolution showcase
35 Comments
RouletteLah 29 Jun @ 11:44pm 
Hi, I know absolutely nothing about scripting, so an apology in advance if I ask any stupid question.

I'm in the middle of making my mission, also in Altis, and I copied everything in both the editor and mission file to my mission. Unfortunately it did't quite work, the building just disappear without animation.

So I thought oh maybe the script went wrong with all the copying and stuff so I decided to just make my mission directly in the showcase.

But again the script won't work exactly as intended if I move the buildings to other locations inside eden editor, and no I did't delete anything, just relocated them.

Is there an tutorial on how to customize the animation? like how to change the building to other objects. I'd be the happiest man in the world
Erufu 7 May @ 6:27am 
yes! me!
Jheisingerc 6 May @ 9:34pm 
Has anyone been able to create an antenna crash?
Erufu 1 Apr, 2024 @ 4:39pm 
If anyone is having issues similar to the ones I was having I found a solution.

Instead of animating a building place a small vehicle (like a go kart) at the bottom of your tower - disable its damage with "this allowDamage false;" and its collision with your building with "this disableCollisionWith building;"

Then attach the go kart to the keyframes (make sure your buildings are detached from it). Then attach your buildings with [building, kart] call BIS_fnc_attachToRelative; in each of their inits.

Then do the unitCapture in game and voila. You have perfectly animated and attached buildings. Doesnt matter the number.
Erufu 28 Mar, 2024 @ 9:05am 
Having difficulty with my own animation of the TV Tower falling - for some reason when I play back its data the tower is moving forward significantly more than in the original animation. This would be fine if I attached the other two parts to it using the attachTo command like you suggested you did for the same TV tower; however when using it the other parts stutter and lag behind the main part.

To solve this I captured individual data for each of the parts and expanded upon your script to play all 3 at once, however yet again due to the issue of the animation moving significantly forward when replaying it, while the parts moved in sync they ended up spread out from each other by roughly 50m.

Really need your help on this- thanks.
morgan freefarm 26 Dec, 2023 @ 10:04pm 
impressive work
Lying Sack Of Fun 18 Nov, 2023 @ 2:28pm 
It was just a matter of time before levolution became a thing in Arma.
Delta Pepe 2 Nov, 2023 @ 7:29am 
@DaryIsteak No worries, thank you in any case! This is truly revolutionary, so I hope I can use it properly (After learning how to actually do proper keyframe animations lol)
Darylsteak  [author] 29 Oct, 2023 @ 3:27am 
@Delta_Pepe Hey there, sorry for the late reply. Unfortunately I was referring to the apartment tower and not the TV tower. The animations outside of the apartment were mainly quick ones made as demonstrations, and unfortunately I no longer have them (trust me, they looked really bad once you remove the effects and cuts). So if you plan to use them you'll have to make them yourself.
Delta Pepe 20 Oct, 2023 @ 12:21pm 
Hi there! You mentioned that the tower falling animation (And I presume the train derailing as well) would be contained within "The folders on the left once the mission was loaded", but I don't quite see this. Could you please elaborate a little further as to where exactly this is? Thank you!
VaneTrainFleetofPain 10 Oct, 2023 @ 11:14pm 
Really cool video, sent it to some of my friends who like to zeuz. Hopefully they check it out, but liked and favorited nonetheless
Darylsteak  [author] 5 Oct, 2023 @ 11:58am 
@MonoChrome Maybe? Honestly not sure, you'll need to test it out.
MonoChrome 3 Oct, 2023 @ 12:57am 
Does it works with camera too?
Exocet 2 Oct, 2023 @ 9:55am 
daryl dixon style
Ace 1 Oct, 2023 @ 9:00am 
Sweeeeet.
Darylsteak  [author] 1 Oct, 2023 @ 8:07am 
@Ace Yep. Load the mission in the editor and it's in one of the folders on the left .
Ace 1 Oct, 2023 @ 7:38am 
The animation of the tower falling; is that something you have in your samples? Because I need literally exactly that animation.
Darylsteak  [author] 30 Sep, 2023 @ 10:00am 
@SMOKER This should still work for how to trigger it when something specific enters it . As for the rest, just follow Angmar and place the execVM code into the activation area of the trigger.|

@thehungryhippo I assume you're referring to this which came out a couple years ago. It does the same thing but didn't work in multiplayer. This details how to do it in a multiplayer setting.
von Graf 30 Sep, 2023 @ 9:22am 
I have a recall too.
thehungryhippo 30 Sep, 2023 @ 8:23am 
Didn't someone release this years ago? Is this an update?
The Burger King Of Angmar 29 Sep, 2023 @ 10:40am 
SMOKER just place the execvm sqf code into the activation area of the trigger.
gloom 29 Sep, 2023 @ 5:21am 
arma ops are forever changed
CReaT1V 29 Sep, 2023 @ 12:30am 
Finally, a good solution for cinematics, thanks a lot!
N.1.c.0 28 Sep, 2023 @ 8:54pm 
impressive
Longshot133 28 Sep, 2023 @ 3:18pm 
I both love and hate you because i litterally needed this 2 weeks ago XD
(im kidding, ty so much for this. much help on this)
SMOKER 28 Sep, 2023 @ 10:47am 
is there a way to bind the animation to an activator?? so when a selected unit get's to the activator it triggers the animation
JJayRex 28 Sep, 2023 @ 9:56am 
Hell of a work mate, well done! :thumb:
Kazuma-San 28 Sep, 2023 @ 8:16am 
Wow, never thought about this solution.
That's amazing.
Phenosi 28 Sep, 2023 @ 2:52am 
Wow! The creativity and genius is definitely present here. love it.
The video was high quality and well made too, nice job. :praisesun:
Thoreaufare 27 Sep, 2023 @ 7:14pm 
Bro, unitCapturing the results of the keyframe animation and then using that in multiplayer is pretty smart. Makes me feel dumb for not thinking of that. Thank you for providing the structure for all of this!
little andy 26 Sep, 2023 @ 9:47am 
surprised it's local since the movement of vehicles seems to have a global effect when using unitplay (as far as i know)
Darylsteak  [author] 25 Sep, 2023 @ 9:11am 
@little_andy Could work, and considering the amount of data probably recommended procedure lmao. Although the remoteExec shouldn't be an issue since you can set it to not execute on the server, and simply have a different bit of code to do the teleporting for the object on the serverside run alongside it. BIS_fnc_unitPlay as it turns out local, not global.
little andy 25 Sep, 2023 @ 9:02am 
i did not know it only played on the server. never really went to research solutions further, clever whoever suggested it first, and thank you for showing us all :steamthumbsup:

this is just a hunch since im a noob at SQF still so take with a pinch of salt:
maybe the minor desync could be fixed by preprocessing it into a function instead of execVMing?(since it has to read the file in execvm)
then remoteExecing the function so it plays simultaneously for all players (unsure since i figure unitplay is global and it might make it stuttery back and forth if there's a delay on one client)
little andy 25 Sep, 2023 @ 8:52am 
holy crap someone finally found a way to make it compatible with MP despite the lack of documentation, tysm
Dutch 24 Sep, 2023 @ 10:20pm 
Love it when someone proves others wrong when it comes to these things. Well done!