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Thread: Improved Bullet Cam Script v1.1

  1. #31
    Staff Sergeant
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    use PHP instead of code

  2. #32
    Thanks.

  3. #33
    Hi

    Is it possible to adjust the code so it only gets called when a specific target is killed - like in an assassination mission when you only want to see the target die?

    Arkon2

  4. #34
    How do us non-scripters implement this please?
    I'm interested from the point of view of seeing exactly how far projectiles go...
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  5. #35
    Quote Originally Posted by OOPz View Post
    Tutorial == save the above text via any text editor, to a filename ending in .sqf (e.g. bulletcam.sqf)

    place that file in the same directory as the saved mission file (i believe these are always called mission.sqm)
    this is normally under /[your user profile]/missions/[missionname].[mapname]/

    finally, in the init field of the player character put:
    this addeventhandler ["fired",{_this execVM "bulletcam.sqf"}];
    (with the name you have chosen in-place of 'bulletcam.sqf')
    im not sure, but i think bullets stay alive based on time, and its 4, maybe 5 seconds. with a high powered rifle this equates to about 2.5km
    Last edited by OOPz; May 28 2010 at 17:52.
    'be carefull who you befriend, they will eventually ask you for something' - George Carlin

  6. #36
    nm about that...

    btw this script is pure awesomeness, really love it

    good work !
    Last edited by Igneous01; Dec 9 2010 at 00:32.

  7. #37
    can anyone upload a sample mission file using this script, thanks

  8. #38
    Captain Big Dawg KS's Avatar
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    Author of the Thread
    Here's one. I also made a few improvements to the (now almost 2 year old) script.

    BD Bullet Cam demo

    Please note: In this version I changed the way the script should be called (uses precompiled function call).
    VBS2 Designer

    Quote Originally Posted by Armored_Sheep View Post
    I like to call Arma a sandbox game that works pretty much like LEGO - you buy it not just because you want to have a nice car from the main picture on its box, do you?

  9. #39
    thanks, possible to cancel the cam before the bullet /cam end? & is it possible to add this enable/disable cam option in mouse option menu?
    Last edited by WWIII; Feb 15 2011 at 02:32.

  10. #40
    Captain Big Dawg KS's Avatar
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    Quote Originally Posted by WWIII View Post
    thanks, possible to cancel the cam before the bullet /cam end? & is it possible to add this enable/disable cam option in mouse option menu?
    See the comments in the script. The camera can be canceled using your optics/ironsights key. Enabling/disabling the camera (or its effects) can be acheived by any front-end, you just have to set some public variables.

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