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Spectator overhaul #5171
Spectator overhaul #5171
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Public function which should wait for player unit to exist before running. With this change an additional variable is now set on the player unit which can be used to check whether players are spectators or not (part of grander plans).
Should make it so that calling the public function before the main display has initalized will correctly wait until it has before starting spectator
Initial WIP overhaul of spectator component. Based on BI's End Game Spectator and AACO's work on POTATO spectate. The essential functionality is in place, but some things are broken and some are still to be transferred.
Spectator UI will be open anyway so this is pointless.
Also ensure unit camera modes have a target more consistently
So thankfully the hard part of this where I had to mash two code bases together and break arma a bunch of times is over (which is why a load of stuff is done in that one "overhaul spectator" commit). Progress from here on should be relatively smooth (though 1.7 arma has started to semi-regularly crash my display driver) as I can actually test changes as I make them, but everything's looking good so far 👍 |
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// Draw projectiles and grenades paths | ||
if (GVAR(drawProjectiles)) then { |
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For drawing projectiles there's now:
https://github.com/CBATeam/CBA_A3/blob/master/addons/diagnostic/fnc_addUnitTrackProjectiles.sqf
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Problem with this is that it's generalised and doesn't meet the needs of this specific use case (optimised for mass application, drawing when near camera only, easily toggled, etc.). However, I might be able to borrow some of the drawing code if applicable. 👍
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Makes sense to me.
Though, you might still add the unit when in proximity and remove it when too far from it.
And for performance you could reduce the amount of lines that are drawn at the same time
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Hmm, I'll try and experiment with this when I'm working on the projectile drawing
Use of `inputAction` could result in weirdness when multiple keys pressed at the same time. Hardcoded for now.
…Canister (#5353) * Add support for Tanoan fuel pumps, Flexible Tanks and Fuel Canister (as jerry can) * Add to Land_FuelStation_01_pump_malevil_F * Add Malden/Jets to required addons * REQUIRED_VERSION 1.72
* Fix throw key handling when reloading * Consider UGL reload to ace_common_isReloading var * Fix if space, change private var assign * Shorten UGL check
* Fix throw key handling when reloading * Consider UGL reload to ace_common_isReloading var * Fix if space, change private var assign * Shorten UGL check
* Update ACE_Settings.hpp Correction of typos. * Update CfgVehicles.hpp Correction of typos. * Update stringtable.xml Correction of typos. * Update AUTHORS.txt In accordance with your process of merging pull requests.
* add new acerep * fix typos * change date
Change have have to have
* Fix missing string with stringtable Fix Advanced Fatigue & QuickMount * Fix Chinese content & missing string * Fix Gestures & DAGR missing string * Fix quickmount string with vanilla string * Remove adr97 unnecessary string
* Update settings-framework.md Modifications and extensions. * Update settings-framework.md Replacement of the bulleted list with a numbered list, as the steps are in chronological order. Removal of superfluous text.
* Update the Jpn translation Support to new entry * Update the Jpn translation for more Natural words. * Update the Jpn translation Unification of words. * Update the Jpn translation tweaks to words. * Update the Jpn translation Fix to wrong translation. * Update the Jpn translation added translation to Proper noun * Update to Jpn translation Fix to wrong translation.
* Add addon template mention * Add fast function recompiling mention * Add LINKFUNC macro description * Update coding-guidelines.md
* Workaround for laser max range. Made laser hud seeker use ammo values. * Nested ifs for optimization of check
Hard to find a reference for this, but figure it is useful to others as it's fairly common in older HEAT shells (WW2 stuff is why this even came to my attention) and modern fast-acting explosives. It's a bit of an approximation as I had to interpolate the value of the first reference so that it was correct relative to the other values on our wiki (by using two other explosives common to both tables). The second reference in fps converts to roughly the same value in m/s so I'm content to call it good. References: http://axpro.mines.edu/documents/MNGN%20444_Fragmentation%20and%20Safety%20Distances%20_Examples.pdf, p.3 http://dtic.mil/dtic/tr/fulltext/u2/783941.pdf, p.25
* Change repair action's colors on wheels * Add dots.
it can be used for MACRO way only
Objective:
Overhaul the spectator component to match the UX of BI's End Game Spectator, while retaining any additional functionality of the current implementation of ace spectator.
Todo:
Add support for ACEX kill tracker feed(Scrapped for now)Setting to optionally replace BI's spectator with ACE spectatorTODO
in the codeRetained:
counter
respawn template (use UI event)Removed:
Replace with+/-
incremental zoom keyscamcurator
for engine driven controls, which doesn't supportcamSetFOV
.2x, 4x & 8x
speed hotkeysAdd:
Extra respawn templates?Number of lives then permadeath?Things to Test:
Special thanks:
Significant amount of code contributed by @AACO who had already performed a lot of optimisation and conversion work for https://github.com/BourbonWarfare/POTATO. Added to function headers where appropriate and will be added to authors too.