ArmA 3 Cinematics - Using unitcapture for AI infantry. [Demonstration]
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- Опубліковано 11 вер 2024
- Disclaimer: This is the workflow I'm comfortable with, and I'm not a scripter. Basic knowledge on how to use ArmA's eden editor is required though. This is not an in-depth tutorial. CHECK DESCRIPTION FOR IMPORTANT LINKS!
MY EXAMPLE MISSION WITH TEDHO'S UNITCAPTURE AND MULTIPLE AI (CAN USE THESE FILES AS THE BASE FOR ANY UNITCAPTURE MISSIONS):
drive.google.c...
TEDHO'S UNITCAPTURE FUNCTION + INSTRUCTIONS:
forums.bistudi...
TUTORIAL FOR UNITCAPTURE:
• ARMA 3 Editor - unitCa...
ENHANCED EDEN EDITOR:
forums.bistudi...
Someone needs to make a easier unit capture/record system with a menu and streamlined workflow. While awesome this is, it's very time consuming.
I agree. Everything with this game is over complicated.
got it in 2 minutes i currently making a mission with lots of unit captures for example a Opfor Helo comes in when a target is dead and drops a sniper on the roof then drops a viper squad on the ground and flies away through the street then a tank comes in and break through walls and fire at the player the sniper on the roof moves in position after the helo dropped him and pulls out his bipod and fire at the building where the player is the player needs to extract via a chopper on the roof and the chopper comes in with a really cool maneuver and hover at the side of the house for a quick extract and moves to the 2nd target and then a chopper gunner sequence begins
Great work, you got a unique style. Good luck in the competition!
Thanks. You as well. The competition brought out a lot of great entries and ideas!
I just used GCAM, and adjusted the camera fov. GCAM has some sort of mouse smoothing going on which helps with the camera movement. Also if possible I record at slower game speeds so I can track things easier.
This just made me a even bigger fan of your work, Amazing!
I am beyond confused is there any in depth tutorials? I would really love to learn how to do this since I'm in to arma 3 cinematics
copy pasting this from another comment I just responded too-
If you can get normal unitcapture working, (many indepth tutorials about
that) it's very similar to inf capture. The difference is that instead
of just copy-pasting movement path data, you also copy-paste the fire
data and animation data.
In the description there's an example
mission, capturedata.sqf and capturedata2.sqf in the mission folder is
where you would paste the path data for both soldiers if you were to use
the radio trigger "RECORD" in the mission. Try recording yourself, then
applying the path data to capturedata.sqf.
------------------------------------
My
example mission should go into your documents / ArmA 3 - Other Profiles
/ profilename / missions folder so you can open it up in eden. There
you can see how the triggers set up. In this case, unit1 (the player) is
the unit that will be used to record with unitcapture. man1 and man2
are AI's that will play what you record.
- To change man1's pathing in my mission, you can do the following:
For a clean slate, delete everything inside capturedata.sqf (man1's pathing file) and paste this in.
HLF_MoveData = ;
HLF_fireData = ;
HLF_animData = ;
- While still ingame, activate my record trigger (radio alpha) and walk around for some seconds.
-
Press escape to stop recording, press escape again to close the menu.
You'll find the prompt on the right hand side with info about what you
recorded. F1, F2, F3 copies the data you've recorded. This goes into
capturedata.sqf.
- For example:
[F1 copies the moveData, paste in between the equal sign and semicolon.]
HLF_MoveData = ;
[F2 copies the FireData, paste in between the equal sign and semicolon.]
HLF_fireData = ;
[F3 copies the animData, paste in between the equal sign and semicolon.]
HLF_animData = ;
Save capturedata.sqf and restart mission. man1 should do the very basics of what you recorded.
KinglesPringles ok I'll try it later thanks!
Thanks soo much it really helped! I just need to ask one last thing. How did you get the shot at 2:19 to be so smooth? I know you use GCam but still it looks like its keyframed or something.
I guess of trial and error. I enable free look and adjust myself far away enough for the player to act as a pivot point for the camera. At that point I don't use my mouse to move at all. If you have a controller I'm sure you could though.
KinglesPringles ok cool thanks for teaching me this you really have helped a lot.
First of all I would like to say that u did a great job on the Armachinima awards..but also i need to say that this "Demonstration" video that u have made has helped me a lot and you made my life easier for creating my own cinematic videos so thank you for that good sir and keep it up.Kind Regards!
yeah, no prob- that was my intention with this video.
I don't fucking understand but this video is very nice for people
I have been searching for something like this ! srsly thank you for that ! subbed !
Came here for a tutorial, stayed for the videos.
didnt even know unit capture worked on normal infantry units, this has changed my life...
The default unitcapture doesn't, but tedho fixed that! They can only do
basic movements though. (They can't lean for example) Even then, you can
get more complex and make large scenes with lots of extras.
@@KinglesPringles they can roll
Wow the last time I used unitcapture was back on ARMA 2 and if I recall right that was solely for vehicles. I'm definitely looking into it for future film stuff. I also noticed you managed to get GCAM working, are you running without CBA & RHS mods as I know that breaks it.
Besides that though it's interesting to see other peoples workflow and the tips/tricks people use. Congratulations for winning the contest it was well deserved!
haven't had any problems with gcam + rhs before, was that an old issue?
Last I remembered it was a current issue. Something to do with the way the RHS SMAW had the scroll-wheel option for the spotting scope. I'll have to check, did you get it from the 'Lets fix this great mod' thread?
no, off the six servers way back. I normally activate it off the command thing in the escape menu. Sometime the scroll option did appear, don't remember when though.
hey my unit capture doesnt want to record. i did everything correctly. base ga,e arma unit capture works just fine for me but when I use this and try to record I get nothing, I dont get any error boxes or anything and i dont see the recording box in the top right. Ive been trying to fix this for hours and I dont know what to do.
Hey man! I just found your videos and they're helping a lot! May I ask you one thing? How can you achieve that "shaky" effect that's always present in your videos? Like if the screen shakes...and also : do you know how to implement the effect of screen shake when an explosion happens in ArmA 3 and I'm recording the scene? Thanks for any help!
since these recordings will be edited either way, it's probably best to just add it through your editing software. just look up tutorials if you're not sure
@@5aiv. Hi relax and thanks for answer! Yes indeed it's the same conclusion I came up to. :D
Brilliant video. I do wonder, are the gentle camera shakes a result of Gcam usage, post video editing or a combination of both? And do you use analog input (e.g. controller) for Gcam or just the mouse and keyboard?
Kind regards,
Sanchez
Little of both a and b. I use mouse but a controller is probably better. If I record in first person I also tweak the head bob setting. The halo stuff was done without gcam.
It really help, but need time to practice, thanks!!
This code is temperamental. Was having issues with it on a mission I'm trying to do some cinematics on. Issues. Opened a new map and tried it, no issues. Went back to the other map. Issues. Kept getting error codes. Even after copying and pasting the codes from the files given from the zip. And following your tut. Really hope something better comes out then this.
Was F1 not recording? Make sure description.ext (and the contents inside) is included. If not I dunno then, I'm just assuming since that's usually the most common problem people encounter.
KinglesPringles no. I’d copy and paste it to ones mission folder. And it would work, all fine no problems, load the other mission. With the same files. Issues.
Is the aim still broken? Can your record a full unit movement, turning and firing at specific points/targets?
Great video, also, can you tell what kind of effects do you use mostly to enhance your videos?
Color grading mostly. In this video specifically it was only that and some subtle lens flare. Ingame lighting and setting is very important though. I heavily depend on the eden editor to set up those scenes + props.
this is fucking amazing.
i follow this tutorial. I am using multiple captureData.sqf files and play.sqf files and yet when I play back my recordings both AI only use the first recording from captureData.sqf and play.sqf What am I doing wrong..?
Have you verified that the *execVM "play.sqf"* from the first AI and the *execVM "play.sqf"* of the second AI doesn't isn't playing the same file?
Like, did you run the command as: [man1] execVM "play.sqf"; [man2] execVM "play2.sqf"; (correct command)
Or did you run the command as: [man1] execVM "play.sqf"; [man2] execVM "play.sqf"; (incorrect command)
@@L0mbre I did the correct one. The second guy just breaks and doesn't move, and I get a script error. I found a better way of doing it with a mod.
@@glaiydan By any chance, isn't the error involving the function folder with the fn_infUnitPlayAnim file?
@@L0mbre Yes, it was.
@@glaiydan I had this same error a few days ago as well.
I'm not sure of the cause of it, but I think it may be because of the caputeData files being too big.
But if you restart from scratch (by creating another mission for example), it should work.
If not, try to lower the FPS or make it shorter.
(For instance, the FPS is where the 20 is in this command: [player, 60, 20, true, 2] spawn HLF_fnc_infUnitCapture;)
Great video man!
hey are you still active with this channel if so i would like to see if you would mind showing me how to do this because im confused on if it needs to be installed or anything and anything after that
firedata doesnt play dude and the unit are shaking when playing ...any help?
WOW nice i never see that before nice video
yes!!! thank you for uploading
What filter did you use for editing the video ? Great work !
I am impressed !
Just some levels and curves adjustments for the colors.
Hey also what do you use to record?
Does this not work with vehicles? I have firing data for a vehicle but when it plays it doesn't do anything and I can't really find any solid answers on why the Firing data for a vehicle works.
only movement data works
While this is a superior concept to help make films independently, it lacks the detail of having captured units raise or lower their sights (as if you were looking up or directly down). Kind of disappointing.
and why in your mission you have the "this setCaptive true" but I still can see the "friendly rifleman" tags
why did you add the arsenal with coding instead of using the loadout menu?
Great tutorial, i have a problem while doing the capturing. I can copy the move data and anim data by pressing f1 and f2, but some now i cant copy firing data. Even though i press f2, i check few time to make sure i did everything right
Great!!! Thanks a lot!
3 words : I love you :D
I was reading some of this chat and you said that UnitCapture is very basic and that if you want something more advanced you would need actual people playing as the characters. I'm trying to simulate a gunfight that was not saved on a Twitch stream. What I'm figuring out is that UnitCapture isn't precise enough to make it realistic. When I play the recorded data the AI are shaky and don't shoot where they are supposed to. They mostly shoot at the ground and not at the other AI. In your BRASS (#Armachinima Cinematic Winner) video did you have real people playing for some of the clips?
Most of the shots were using unitcapture, there was I think a few that had both a player and unitcapture AI working together. By default unitcapture plays after a 2 second delay, there is a way to change that. I think that's in the recording trigger. You can also play unitcapture data on yourself too; for example you could leave the movement and anim lines blank ( []; ) and only have the firing data run, forcing yourself to fire. Combined with GCAM you can technically record yourself shooting at angles/directions the AI cannot as long as you have the same weapons, etc.
Otherwise yeah, they're that basic and work best as extras / background most of the time.
I couldn't tell from the video, but were you able to get them to reload and fire automatically or burst? When I do it, I can't get them to reload, and they only fire semi-automatically.
depends on the guns/mod, some work full auto, some don't. In this video I was semi the entire time, just clicked real fast.
When you do UnitPlay how do you get the AI the have the same gear as what you recorded it in? For me I play it and it changes the gear of the AI to the default clothes and weaponry. Also you're video is really well done.
I have a notepad file of different outfits I made in virtual arsenal. You export those loadouts from arsenal and paste the loadout text/data somehwere to save/store; then paste into the unit's init box in the editor to apply the loadout.
Here's my problem ua-cam.com/video/5imPHKT_nlE/v-deo.html
Just figured it out! I had it set to use "dude1" as the character for the playback. Just changed it to "Player1" and now it works!
Subbed for deep space bass.
:D
toonami
In the ending cinematic, what did you do to add the realistic/camera shake effect?
added sway in after effects
Thanks, and all the extra animations for the trpps? Theres only a select few for the preview from the mod afaik.
Its too bad though, I tried this unit capture and F2/F3 didn't capture anything to the clipboard for me. Maybe I was doing something wrong, but I was hoping there would be an in-depth tutorial for his unit capture fucnction somewhere on youtube, but this is the closest I found. Good video by the way
I figured a good amount of it out by myself and google, but shit isn't going correctly since I dont actually know arma scripting aside from what to look for, i.e. skipping the first step im assuming
try this video, I think it will help the most!
ua-cam.com/video/bjNuMUHdZL8/v-deo.html
Thanks!
i really need a real tutorial for this, i get a error code that doesnt let me play the capture, let alone the whole thing being confusing as hell
Should i make a video ?
i love Arma, but i hate BI for how obtuse they make their editor and game tools. why arn't there modules for these sorts of functions included? so absurd i cant more easily take advantage of unitcapture through other systems that are purpose built to make scripting easier, like modules.
What editing software do you use? btw nice job
photoshop / after effects / premiere
We can just start editing right? We would just need to make our own unitcapture.sqf files and play.sqf files in the mission folder right?
Could I just copy tedho's description.ext and put it into my mission folder? As the instructions say to include the "HLF_fnc_infUnitCapture" in the description.ext, but frankly, I have no idea what the hell the .ext file is or does despite its name.
no need to make anything, you can copy-paste from my example mission the mission files (excluding mission.sqm), and the triggers onto a new mission- then edit whatever. description.ext is needed.
How are you able to select the animation for a unit from it's attributes panel? I only have several sub menus.
Check out the 3den enhanced mod by Revo.
Ah, many thanks. Excellent work by the way.
Will their recorded animation cancel if they get into contact or anything? Or will they continue to do what they do regardless?
they'll noclip through everything if I remember correctly, like if you record a guy running forward but then afterwards you place a building in his path- he'll follow the recorded path and clip through the building
but im not sure
@@KinglesPringles good to know! I wonder if they get shot at or once the animation ends if they return to normal
@@Vectif they dont they just freeze, they will ignore getting shot but can die, so you have to record them reacting to any planned gunfire or whatever you're doing.
@@KinglesPringles that's a shame! thanks for the headsup, I'll keep that in mind! Thanks for the answer, long time since you've posted this video and it's nice to see you still answer questions! :)
How do you get the unitplay to look so smooth on the units? For me they always look really stuttery and laggy. Also how did you get them to continue firing their weapons after the playback ended? Did you loop it somehow?
Also congrats on the win
I believe frame rate might play a part when you record. You can also change how many frames the function records in the trigger. By default it's set to 25 I think. Otherwise some jerkiness is unavoidable. I also made the playback trigger repeatable via radio. Anything that requires timed triggers I just restart mission to play it again. I'm sure there's a way to loop, but I haven't bothered.
What about fire rate? If I fire full auto, the playback doesn't fire the same amount at the same speed or anything like that
depends on the gun being used, some work some don't. unfortunately there's nothing to fix this unless bohemia makes a more user friendly recording function geared towards infantry.
unitcapture works well for background characters and basic stuff, otherwise you'll need some actual players to record.
firing in semi-auto really fast tends to work though- then speeding up footage just a bit.
Maybe guns that only have the automatic firing mode work properly. I guess that is worth testing, and if it's the case, I could simply make an addon with variants of weapons I want to use with the other fire modes removed
I have an invite for you to the Arma FIlm makers discord, What is the best way for me to send you the invite link?
My steam is steamcommunity.com/id/sluttles if you want to contact me outside of yt. I'm usually in my friend's private discord though, I don't really play ArmA as much as I used too compared to ArmA 2.
Amazing Video , but I have a problem , I have noticed that my weapons pitch is not taken into account , is this suppose to be like that or am I missing something?
pitch as in the angle of gun?
if so, the function can't record and playback AI looking up and down, any head movement, or leaning unfortunately.
damn okay.. was hoping i did something wrong because angle of the gun would've been something really nice to have as you can make action sections look really realistic. Might I also ask which tracers you use and how you do those ricochets?
i cant speak as to the tracers, but ricochets can be made much more audible if you use the audio mods Enhanced soundscape and JSRS soundmod together
Hey mate, whenever I download TedHo's files from the link below, it doesn't give me any scripts or unit capture files. Would you mind helping me out with this? Trying to make a cinematic movie on Arma III atm
Here's an example mission + base files I use for everything. They're modified so you can have up to 15 AI! Also you can open it up in editor and copy/paste all the triggers onto your own mission instead of having to make everything yourself. mega.nz/#!iddDXSaK!ZDsAFum2cYQCNkKT9OJU4hpqm-2VusgE94e6la59tXc
Here's also an actual in-depth tutorial on unitcapture for vehicles/infantry.
ua-cam.com/video/bjNuMUHdZL8/v-deo.html
KinglesPringles aw hell i thought you were going to take weeks to reply, didn’t know I was the only person up at 5 am working on arma movies. Thanks, if you’re interested in partnering up with me to make an arma iii movie, I’d be glad to join up with you mate
KinglesPringles also on that video link I had used it to find the original link posted before. Instead of receiving several files I get one file with eubonics on it, of course I might be doing it wrong but that’s why i made the OP
I just tried my mega link and it worked, I'm not sure what's causing your issue- unless you don't have winrar or can't open .rar files.
I'm not really working with anyone else because at my current pace it's mostly me experimenting and reshooting a lot of stuff over and over until I'm satisfied; when I have the time though.
It's most likely winrar since I have no idea what that is. Whenever I download your mission or Tedho's file's, I receive a spam of the following info below
Rar! Ïs
÷Òt H O O :¹¨B£hE0# example_mission.Stratis\capture.sqf °éÊ„_unit = _this select 0;
[_unit, 60, 20, true, 2] spawn HLF_fnc_infUnitCapture;?Át L 1 Î ¸¹#ÀYXJ3' example_mission.Stratis\captureData.sqf
Not sure if this is supposed to be inserted into a saved mission file, or I may just be going full autismoid here.
For some reason, while playback, while crouching, the unit keeps moving its legs around. Do you have any idea what's going on?
It's looping one of the transition animations for pivoting most likely. I've noticed it happens a lot when stationary. If your actor is stationary and pivoting a lot, it more likely to happen. I haven't really experimented with a work-around. If your actor is pivoting or something, keep him still for a few seconds then stop the recording and see if that works.
Otherwise there might be a way to "cancel" the loop by maybe disabling the ai and re-enabling simultaneously using enableSimulation. Not sure if that work though, just thinking off of the top of my head.
Or just avoid all that and separate whatever you're doing into two shots. One before the loop happens, and one after at another angle continuing whatever sequence you have going on. That's what I usually do lol
I more or less have it down. A question, the reload animations no recording, is that normal? Same with leaning.
Edit. Only happens on LMGs
yeah reloading / leaning won't be recorded. AI will automatically reload if out of ammo though like normal, or force the reload through some command.
What grenade launchers? It doesn't appear to record the firing of the GL, or the explosion. Is there a way to record it?
no it can't differentiate between firemodes, including gl attachments. it should work for grenade launchers that act as a primary or secondary weapon. I remember testing that out a long time ago.
you'll have to record an actual player or fake the explosion via trigger explosion.
What do you use to record your arma 3 clips
obs
oh i was recording arma 3 cinematics on obs but the video turned out choppy arma 3 was running fine still chopped up i recorded 1080p 60fps any chance you can do a video on you're obs settings or just send me a picture of you're settings cuz i wanna record cinematics and make cool short films but my thing is choppy email- (Briska20@inbox.lv) thanks :D
How do you make the play.sqf that interacts with the capture data of the unit. In this video you only show how to copy paste the data to the unitcapture file.
Are you using the example mission from either me or tedho? play.sqf calls the data from the unitcapture.sqf by design. You don't use capturedata.sqf in the ingame trigger- that's what play.sqf is for. (That's all I know, I'm not a scripter, those are the instructions given by tedho)
Other then that- the only major thing you have to interact with is capturedata for the pathing like in the video. My example mission has 2 AI set up. play.sqf calls capturedata.sqf, and play2.sqf calls capturedata2.sqf. Hope that sort of helps.
tl;dr- don't need to make play.sqf interact with capturedata because it already does so.
Yea I figured it out I had to make a new version of the play.sqf for each animation I wanted to do and put the name of the unit where it says "_unit" in the play.sqf text file.
ok, glad you got it working
5:58 let me know too!
@KinglesPringles do you use discord? Misconduct #5111
So real question, if I were to do the infantry shooting and I actually want them to die, how would I really do that?
the ai shooting that dies or the ai shooting and killing another ai?
eitherway a well timed death trigger (unitname setdamage 1;), or have an invisible unitcapture ai shoot whoever is dying.
for anything that requires stuff to be in sync or timed, I make a simple script that runs unitcapture and uses sleep, then a trigger to activate the script.
Hey man, great tutorial but its not really much of a help. Like i have no clue where you should put the files for the unitcap and the codes you use doesn't seem to work. It would be alot easier if you showed how to setup the mod too.
it's not really a tutorial- but there's instructions in the links on how to use it; from the creator itself. The video is geared towards people that know how to use basic scripts and stuff- and it helps if you know how to use the official unitcapture function; since it's similar. (there's lots of indepth tutorials on yt for that.)
check out my example mission that has all the files / triggers set. I usually tell people to first see if they can first change the ai pathing in my mission.
there's no mod, you copy paste the function files/folder(s) into your main mission directory. Everything else is done ingame excluding the copy-pasting of the ai pathing into the path sqf files.
Yeah but i noticed that you use different commands though.
In your video you use "rec = [player1, 120, 35, true 2] spawn HLF_fnc_infUnitCapture;"
But in the tutorial you made the guy use this: "rec = [unitname,180] spawn BIS_fnc_UnitCapture;"
Im not a scripter so i have no idea whats going on but the one with BIS worked for me while yours didn't work at all for some reason.
bis_fnc_unitcapture is the official unitcapture function from bohemia. It was intended for making custom helicopter/jet flight paths. For example, if you needed a cool LZ or extraction that didn't depend on AI pathing.
HLF_fnc_infUnitcapture is made by tedhou. It went off of the idea of allowing people to record and playback (basic) unitcapture actions with infantry. It's a bunch of scripts- so to simply "install" them you just need to put all HLF files/folders from tedho's download thread into your mission directory. Better instructions in his thread.
That's good that you can get the bohemia unitcapture working. There's three example missions in description.
- One for the official bohemia unitcapture (helicopters / jets).
- The official example mission + author's thread + how-to-use for HLF_unitcapture. ( infantry).
- And mine (HLF_unitcapture + 2 AI soldiers). Did you check out my mission? It's set up with two AI soldiers and the triggers needed. You can play the pathing I've made for them ingame, (via radio) or replace my pathing for testing purposes. (also done via radio). This can be done by simply activating record, moving around or shooting, then copy-pasting the corresponding pathing data from keys f1-f3 into unitcapture.sqf. Note that you'll need to clear out my paths first inside; unitcapture.sqf. unitcapture.sqf should look like this before you paste your own data:
HLF_moveData =;
HLF_fireData =;
HLF_animData =;
or this if you're using unitcapture2 for man2:
HLF_moveData2 =;
HLF_fireData2 =;
HLF_animData2 =;
Then your path data would go here- minus the brackets. Don't forget the semi-colin.
HLF_moveData =[move data from f1 key];
HLF_fireData =[fire data from f2 key- leave blank if you didn't fire anything];
HLF_animData =[animation data from f3 key];
Save, and restart mission. It should play what you've recorded on either man1 or man2 depending on what unitecapture.sqf you changed.
I had a reply to someone else going into more detail- but I'm dealing with youtube support... because all my comments from before are missing or removed from every video....... including all the help I posted in this video's comment section..... :\
Check out/dissect MY example mission, let me know how it goes.
Yeah thanks dude. I downloaded the mission and it gave me a better perspective so thanks dude. And i noticed all your responds were gone for some reason so it was really hard figuring out what to do all by myself. Anyways i'll try and see if it works!
Well ive managed to record everything now. But im still figuring out how to replay the animations. I'll figure it out dont worry. But my advice is that this tutorial needs more explanation when it comes to all those sqf files. It took me a while understanding what to do and you barely show it in the video. Everything in the editor was on point though.
Nice video, how did you do that the cam is following the bullet?
tracked it with mouse and gcam
KinglesPringles what are the settings from gcam that you use? And is there a tutorial from hiw you can do it the best way to film the bullet?
I just used default gcam and the time settings in the gcam menu
I am very confused every time I play the data it gives me an error(ill explain if I get a response that will help me with it)
did you try changing the pathing on my example mission first? It's good to start out with. Everything is set up.
What sqf file reader do you use ? i don't have one and i can't open my folder like you :/
notepad ++
KinglesPringles I have an another problem after i have record my animation and set in the bot when i launch the animation (with radio trigger) he simply disappear,map problem or it's me ?
make sure you record your pathing data on the same terrain that you're going to use to play it back. you can set yourself as the player on the bot in editor and then activate trigger, then you can see where exactly he is going.
KinglesPringles how ido that ?
change player to the bot, then run the trigger on yourself. In editor, you just double click on the bot and then check off "player", so you spawn in as him.
I have an example mission in description where you can test out different stuff and see how it's set up. If it's still giving you problems try this video- it's an in depth tutorial. ua-cam.com/video/bjNuMUHdZL8/v-deo.html
nice
thanks
Having problems using multiple units, added captureData2 play2 etc and added them to the trigger but everytime I test it two AI go into the first captured positon for my first AI
that's happened to me before, I fixed it after double checking everything. Make sure init.sqf is good as well. Make sure the names are changed inside the files as well. IE:
capturedata2.sqf should contain:
HLF_MoveData2 = ;
HLF_fireData2 = ;
HLF_animData2 = ;
play2.sqf should contain:
_unit = _this select 0;
{_unit disableAI _x;} forEach ["ANIM","MOVE","FSM","TARGET","AUTOTARGET"];
[_unit, HLF_moveData2] spawn BIS_fnc_UnitPlay;
[_unit, HLF_fireData2, true] spawn HLF_fnc_infUnitPlayFiring;
[_unit, HLF_animData2, true] spawn HLF_fnc_infUnitPlayAnim;
init.sqf should contain :
call compile preprocessFile "captureData.sqf";
call compile preprocessFile "captureData2.sqf";
If it still doesn't work, download my example mission- it has 2 ai going at once. You can also dupe/edit those files if you need more.
yeah I fixed it man by downloading ur sample mission, I got everything working now but for some reason the fireing doesn't work, like I will record my self firing a weapon but it won't fire it when I play it back after I copied everything.
do you record w fraps?
I record with obs. Is the firing not working on my mission or your own mission?
My mission it's not working, i'm probably doing something wrong and just have to find the issue in the files.
Would like to see a break down on some of the scripts you used. And it' odd to see you record and use an actual unit for the camera. And not the camera.sqf.
The scripts are provided in the description, along with an example mission I made. I did used to soley record as a unit via first person, but that was before I found out about Gcam. 90% of the stuff I do is now using Gcam.
Hello I would like to know how you combine recording the movement of equipment and bots and animations I have bots after recording the movement shoots straight and not at the target and the equipment does not turn the wheels and so on
ai only shoot straight using unitcapture, otherwise you'll have to use ai commands for the ai to target something specifically.
@@KinglesPringles
that is, in no other way, well, you did your videos as well as codes used?
@@Примарх161 yeah, I also used real people for stuff unitcapture can't do. They usually "acted" with the AI too.
@@KinglesPringles but on technology when you record tracks and wheels rotate?
Song name?
Why, when recording unit shots, unit is not throwing grenades and no reloading? I'm from Russia, sorry for the translation))
Infantry function is very limited unfortunately. AI can only do basic stances, basic directional shooting, and movement. You can force AI to reload if you make their gun run out of ammo- they will do that automatically. Otherwise you'll need an actor/player for anything more complex. The unitcapture function is good for "extra" actors or background characters.
Bohemia needs to make an official infantry recording function :(
Thank you very much for the answer!
no problem, good luck
@@KinglesPringles I made the Ai to reload and use Bipods
Hello, I watch your video and try to do my best for copy all you tell us about unitcapture.
But on all video I see you guys can open the file for the scripte, what do you guys using ?
(3:21 for exemple)
Because I need to creat a text and replace the last scripte by the new text alway..
Thanks for reading my message.
do you mean notepad++ ? I use that to open .sqf files.
there's also an example mission I made that's linked in the video description.
@@KinglesPringles No, I dont open the files because I cant, so I creat a new text document and take the same name so it change the file with what I put in my text document.
btw I was talking about the software you use at 3:21
*(also I dont already try to use a notepad and not a text document)*
I apologize for my gramar, im actualy french..
and im a loooooot good to understand english then to speak english..
@@L0mbre yeah the software that pops up (the black window with the scripting) is called notepad++, it can open script files, like .sqf from missions. It's not normal notepad. First result in google, it has a lizard as the logo.
The only other programs I have running in the video is ArmA and OBS (for recording video)
Don't worry about the english lol, we'll figure it out.
@@KinglesPringles Oh okay, thanks you !
@@KinglesPringles also, I think im gonna look how you do it on your mission because I try it but the unitcapture dont worked (nothing happenned when I press record)
whats the soundtrack?
they're from old toonami, not sure of names
Can you tutorial how to use camera
ua-cam.com/video/ZXlosVhhfGE/v-deo.html
Gcam says Font Zepplin32 not found using default Font.... there is only invisible font in Gcam
I had the same issue waaay back. I don't remember how exactly I went troubleshooting it. I'm assuming it's the workshop version, so try GCAM from another source like armaholic and see if it works.
XD i did get it from Armaholic lol
try steam workshop then, one or the other should work
Would you be interested on helping me out privately with this?
it wont let me copy the fire data press the f2 wont work
does f3 and f1 work for movement/animations?
those work only the f2 wont
im not sure then, first time ive heard about something like this. maybe download my example mission in video description and see if it works in that. the example is mission already set up with a clean slate and you can just run it in editor to check.
is your ai actor shooting at all, or just moving? if there's no shooting it won't copy the firedata since you don't need any and can leave the brackets empty like this: [];
will my actor will move to where i just went but there is no animations on it, the al just float to where i just went, it's very weird am i doing something wrong?
i will try ur example mission later to see if work thx
Hey KinglesPringles interesting video. Could you do a stepbystep tutorial video how to InfUnitCapture ? i dont get it.
If you can get normal unitcapture working, (many indepth tutorials about that) it's very similar to inf capture. The difference is that instead of just copy-pasting movement path data, you also copy-paste the fire data and animation data.
In the description there's an example mission, capturedata.sqf and capturedata2.sqf in the mission folder is where you would paste the path data for both soldiers if you were to use the radio trigger "RECORD" in the mission. Try recording yourself, then applying the path data to capturedata.sqf.
------------------------------------
My example mission should go into your documents / ArmA 3 - Other Profiles / profilename / missions folder so you can open it up in eden. There you can see how the triggers are set up. In this case, unit1 (the player) is the unit that will be used to record with unitcapture. man1 and man2 are AI's that will play what you record.
- To change man1's pathing in my mission, you can do the following:
For a clean slate, delete everything inside capturedata.sqf (man1's pathing file) and paste this in.
HLF_MoveData = ;
HLF_fireData = ;
HLF_animData = ;
- While still ingame, activate my record trigger (radio alpha) and walk around for some seconds.
- Press escape to stop recording, press escape again to close the menu. You'll find the prompt on the right hand side with info about what you recorded. F1, F2, F3 copies the data you've recorded. This goes into capturedata.sqf.
- For example:
[F1 copies the moveData, paste in between the equal sign and semicolon.]
HLF_MoveData = ;
[F2 copies the FireData, paste in between the equal sign and semicolon.]
HLF_fireData = ;
[F3 copies the animData, paste in between the equal sign and semicolon.]
HLF_animData = ;
Save capturedata.sqf and restart mission. man1 should do the very basics of what you recorded.
KinglesPringles
Thanks for your response. The Question im asking myself is which Folders are needed to succesfully capture a mission by myself. I Copied the folders in your testmission and pasted them into my own mission folder. i only deleted the captureData2 and play2.
I also copied the functions folder into my new mission. i set up a trigger to capture but nothing happens.
Could you tell me whats the problem with this ? maybe im missing some folders and didnt notice.
Or could you upload a tutorial with only one player and all the needed folders to capture the path for this ?`
Kind regards
The normal unitcapture for example with a helicopter works fine for me. i just dont get how to set up a trigger for the infunitcapture. The trigger doesent work.
Make sure description.ext is in your mission folder. The player you're recording as also has to named unit1, unless you changed it in the trigger to something else.
If you want a blank slate, here's a link to another example mission by the guy who made the function. Copy paste everything except mission.sqm into your mission folder and try it out.
mega.co.nz/#!C18UCCDY!JbqRRxvGk9zKn-MejfqHWmUYrdSR87sdchF3PuFmzy4
Let me know if it still doesn't work. If you're copy-pasting stuff from my example mission, you should also copy-paste the triggers + units and see if you can record your own movements off of them.
Hey KinglesPringles
Finally it worked :D even in Multiplayer ! Thanks for that mate!
One last question ;P
I want to have multiple soldiers doing some animations not just one. which files i need to duplicate and change in order to make it happen. I need to duplicate the CaptureData into CaptureData2. Which other folders need to be changed to make it work ? Another play.sqf maybe ?
Thanks
it so fast i can't do ToT
Halo mod?
can i play this at the beginning of a mission?
yup, though a lot of experimenting would probably be needed.
could you send me off in the right direction? i dont know where to begin looking for tutorials. all the ones ive found are for the in game camera script
this video is an indepth tutorial for unitcapture, otherwise I don't know anything about cutscenes and all that. I'm not really a mission maker.
ua-cam.com/video/bjNuMUHdZL8/v-deo.html
Thanks kingles, really like the work you do. Especially the halo ones lol.
lots of clips in here from future videos i hope?
lots of clips of previous videos- except the snow part which is something related I'm working on.
I might release a teaser of stuff so far, but I dunno when. It's been mostly test stuff since the posting of this video.
i really like your work, your halo resurgence video and the BRASS video moved me emotionally
Can you plz do more your unique and a genius
I have some ideas and some work in progress project(s) going on if you mean more "cinematic'y" videos.
yeah man your amazing at it keep it up
and possibly a more indepth way on using the infnitcapture?
There's a lot of indepth tutorials about unitcapture, it's the same method when using tedho's unitcapture function. My example mission in description provides 2 ai soldiers doing some movement and shooting.
ive looked at your example missoin and ive tried recording a path for the AI to go off but it wont record and ive put all the files from the unitcapture folder into the missoin folder and still nothing
Interested in an Arma 3 Unit?
nah
song pls?
from old toonami, unnamed.
one of the toonami beats, depthcharge
You have to talk during this tutorial
I think im more confused now than before... awesome shit though.. but WAY over my head
Saludos, com te encuentras, realmente aprecio tu trabajo y he tomado ideas para desrrollar capturas y animaciones por medio de Arma, este es mi proyecto: ua-cam.com/channels/nc-M9Tifk2mEIiaKBQBHlg.html , lo que voy practicando lo veoy subiendo, ahora, tengo una serie de preguntas que si pudieras responderlas sería genial.
1- Las animaciones llega un punto en que no reproduce algunos movimientos como el lanzamiento de granadas, bien sea manualmente, desde un m79/203/M72, etc. Yo las realizo al momento de la captura y al reproducirla justo las que llevan esas animaciones no me las reproduce, es como si no se hubiese grabado.
2- En las animaciones con vehiculos terrestres, las ruedas de los mismo no giran estuve indagando por ahi y con un comando en el uinit se pudo resolver, sin embargo al dar el giro bien sea hacia la derecha o hacia la izquierda, no se ve en el movimiento solo permanecen como si estuvieras manejando en linea recta.
3- Yo empleo en una unidad una M60 y al tirarme a tierra con la letra "C" coloco el bipode de la ametralladora, al reproducirle no aparece el bipode desplegado y es una lastima porque me gustaria se pudiera ver asi como cuando grabo la anuimacion.
4- quiero grabar una animacion en la que yo arrastre a un herido o lo lleve a cuestas y esto si es verdad que ni desde el inicio se puede hacer ya que deshabilita la opcion de arrastrar o cargar unidades.
Fuera de esto en terminos generales me parece realmente una gran forma de poder crear animaciones, salvo esos detalles que te comento y ver si es que existen algunas formas de poder solucionarlos.
ante todo te felicitio por tu labor y espero me puedas dar una luz a estas interrogantes. Muchas gracias.
Do I have to code just to make a cinematic video? Fuck me....
there's really no official ingame "movie" making tools. GCAM is the only mod with some sort of control of a camera, and if you have people that are willing to help rather then you don't have to touch a thing function wise. This just shows how to use AI.
Sounds complicated as hell.
Thougt that too but its very easy
None of theese videos have been to any use at all