[Collab] F2 - 2-7-0 - Better than Appletini!

How we killed our comrades in Folk ARPS. Wholesale
User avatar
fer
Host
Posts: 1709
Joined: Fri Jun 04, 2010 8:16 am
Location: Emotional wreck

Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by fer » Thu Nov 08, 2012 10:48 am

DarkTatka wrote:Would you mind if I made a pull request with this loadout for ACR? I think I figured out where to change it :)
Please go ahead. However, for now we're not including a pre-placed ACR formation in the SQM file, so the loadouts would be for missions where the mission maker has deliberately chosen to use, and therefore placed, ACR units.

DarkTatka
Posts: 37
Joined: Mon Sep 26, 2011 9:42 pm

Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by DarkTatka » Sun Nov 11, 2012 9:08 pm

fer wrote:
DarkTatka wrote:Would you mind if I made a pull request with this loadout for ACR? I think I figured out where to change it :)
Please go ahead. However, for now we're not including a pre-placed ACR formation in the SQM file, so the loadouts would be for missions where the mission maker has deliberately chosen to use, and therefore placed, ACR units.
Well aware of it, fer. Just glad I can help. And not being able to break anything important - big plus! :)
Anyway, pull request is there, just took me some time to figure out how to make F2 to assignGear to test it. It should work.

I'm not sure about Makarov pistols, but I was not sure about sa-61 (bit too much more powerfull), so I left it as it is.

No ACR DLC changes either, I want to keep it small. Next time ;)

daf
Posts: 64
Joined: Sun Aug 26, 2012 6:21 pm

Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by daf » Thu Dec 06, 2012 5:15 pm

Will the new F2 bring any improvements to the spectator camera (ie true free camera)?

User avatar
wolfenswan
Posts: 1238
Joined: Wed May 25, 2011 4:59 pm

Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by wolfenswan » Thu Dec 06, 2012 5:17 pm

daf wrote:Will the new F2 bring any improvements to the spectator camera (ie true free camera)?
Nope unfortunately not as we're still using old kegety's, only with a minor bugfix. I don't even know if a true free camera spectator script does exist? If so, it might be considered for future versions.
My ARMA3 Missions - to download select a branch and pick "Download ZIP".

daf
Posts: 64
Joined: Sun Aug 26, 2012 6:21 pm

Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by daf » Thu Dec 06, 2012 10:07 pm

wolfenswan wrote:
daf wrote:Will the new F2 bring any improvements to the spectator camera (ie true free camera)?
Nope unfortunately not as we're still using old kegety's, only with a minor bugfix. I don't even know if a true free camera spectator script does exist? If so, it might be considered for future versions.
I've seen one in use on shacktac videos (example) and since then I've been obsessing a bit about it. So it's certainly possible, question being if it's possible without addons, although, I'd say it would be worth it to add even if it required addons as long as addon-less people still got the current spectator experience.

Depending how things go one can spend quite a bit of time dead so I feel making that experience enjoyable can be almost as important as the experience wile you're alive :P

PS: I forgot to mention I've tried asking shacktac trough their QnA sites and Fer about their spectator mode, I got no reply so it seems they're may not be willing to share it outside their community which is a pity :(

User avatar
wolfenswan
Posts: 1238
Joined: Wed May 25, 2011 4:59 pm

Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by wolfenswan » Thu Dec 06, 2012 11:00 pm

It looks like ST is using a modified version of the same script we use. You can drop the camera in our version of the script by pressing Space and move around with WASD but unfortunately it snaps back to following a unit when using the mouse. My guess is that they've fixed that issue.
My ARMA3 Missions - to download select a branch and pick "Download ZIP".

daf
Posts: 64
Joined: Sun Aug 26, 2012 6:21 pm

Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by daf » Fri Dec 07, 2012 2:32 am

wolfenswan wrote:It looks like ST is using a modified version of the same script we use. You can drop the camera in our version of the script by pressing Space and move around with WASD but unfortunately it snaps back to following a unit when using the mouse. My guess is that they've fixed that issue.
After reading your post I finally figured it out, it's not a ST mod but a stock feature of ACE2, I had tried ACE2 once before but I was unaware you could press space to drop the camera so when free camera acted like it does for us on TT so I assumed it was a custom mod. That also explains why my question was ignored as it was basically a stupid question :(

So with this new information in hand, is it possible to "backport" ACE2 spectator into regular OA?

Black Mamba
Posts: 335
Joined: Sun May 27, 2012 12:11 pm

Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by Black Mamba » Fri Dec 07, 2012 3:17 am

I guess it can be done, it'd need to get a hold of Kegetys nonetheless. Basically the ACE spectator mode is the latest version of Kegetys spectator script, and I'm not sure it was ever released as a standalone. Reverse engineering ACE wouldn't be such the nice thing to do.

mike
Posts: 34
Joined: Mon Nov 28, 2011 4:36 pm

Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by mike » Sat Dec 08, 2012 9:14 pm

wolfenswan wrote:It looks like ST is using a modified version of the same script we use. You can drop the camera in our version of the script by pressing Space and move around with WASD but unfortunately it snaps back to following a unit when using the mouse. My guess is that they've fixed that issue.
I also fixed that issue in my own mission template.


And feel free to grab the keg's spec script from ACE, the arma community aren't dicks right?

User avatar
fer
Host
Posts: 1709
Joined: Fri Jun 04, 2010 8:16 am
Location: Emotional wreck

Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by fer » Sun Dec 09, 2012 12:52 am

mike wrote:And feel free to grab the keg's spec script from ACE, the arma community aren't dicks right?
Does anyone have a way of contacting either Kegs, or the ACE2 team, to obtain permission? I'm not comfortable simply ripping code and putting it in any official build of F2, regardless of whether it's been published or not (unless there is accompanying OSS licence text that permits this).

Locked