* Add player initilization safety to setSpectator 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). * Add UI initalization safety to setSpectator Should make it so that calling the public function before the main display has initalized will correctly wait until it has before starting spectator * Overhaul 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. * Remove redundant canInteract condition Spectator UI will be open anyway so this is pointless. * Fix follow camera controls Also ensure unit camera modes have a target more consistently * Fix widget weapon icon for unarmed * Fix follow camera zooming * Fix entity list not updating correctly * Remove redundant conditions * Fix list click behaviour * Remove a bunch of old debug * Alter behaviour of camera speed * Restructure the spectator addon * Fix camera tracking behaviour * Fix very fast camera toggle * Fix initial camera mode * Fix double click behaviour * Make AI name display consistent * Add UI toggle * Fix current camera mode button highlighting * Fix focus info widget when clicked on in 3D world * Improve key handling Use of `inputAction` could result in weirdness when multiple keys pressed at the same time. Hardcoded for now. * Implement dynamic help UI element * Remove some redundant code * Fix follow camera jitter * Add projectile drawing Technically the capability to draw projectiles has been in since the start. However it took me a bit of time to figure out how best to add/remove the required event handlers. I decided to add them during the process of finding things to draw, since I'm iterating over the list of spectatable entities here anyway. With an additional GVAR containing up to date entities, the fired EHs can remove themselves when applicable. This avoids any granularity issues with adding EHs en masse. * Improve naming convention related to drawing * Remove outdated unit and side settings Also re-add unit whitelisting/blacklisting support * Rename public function for consistency Adds a deprecated warning to the old function name. * Update stringtable Some entries are replaced with BI translations, others are no longer needed. I pieced together one of the camera mode settings by combining the BI translations of the individual versions. * Add location public functions and list population Just need to take care of drawing and then camera interaction now * Add location 2D and 3D drawing * Respect whitelist and blacklist correctly * Add location camera focus capability * Fix local helicopters follow mode bug * Add compatibility with `counter` template Simply repositions the counter UI to the top of the screen out of the way * Update respawn template This template is only compatible with respawn types 2 & 3 * Rename compatibility function * Add compatibility for respawn types 1,4 and 5 * Update setCameraAttributes function * Fix draw3D for respawn types 1,4 and 5 * Fix screeching seagulls #4265 * Fix script command typo * SQF Linter Pass * Add obsolete warning for public func params * Deprecate interrupt function * Fix incorrect function call * Make playable virtual spectator work * Improve focus handling in public function - User might want to reset focus for free cam, in which case objNull cannot be reserved for random - Focus is still required for unit camera - Update some function headers * Note explicitly the use of `player` * Remove unused base classes * Improve seagull culling * Add projectile drawing to vehicles * Fix same tab selection clearing list * Make projectile lines last 1 frame longer * Add true zeus compatibility - Re-opens spectator when zeus closes - Transfers the curator module over in the respawn template - Only handle uiForced in setSpectator to avoid issues with esc key - Add safety to setFocus so that it only updates the UI when applicable * Fix player moving in FPP * Fix zeus transfer and re-opening * Consolidate icon definitions * Fix AI setting for player groups * Improve handling of alive spectators Instead of disabling simulation, just stage them automatically if alive. * Fix respawn template for types 2 & 3 * Fix pre-set camera mode with no focus - Improve handling of UI updates in camera related functions - More explicit UI initalisation - Find a focus if one wasn't pre-set for a camera mode which requires a focus * Localise key names * Fix camera mode and vision settings on init When spectator starts the available camera modes and vision modes should be consulted to ensure they are respected upon opening. * Fix key localisation * Add next/prev entity keys * Fix vision modes update while camera active - Updates the camera vision mode in case the current was removed * Add public getCameraAttributes function * Fix spectator zeus compatibility - Camera control wasn't returned on exit due to change in fnc_ui * Improve vision mode handling - Curator now resets vision mode on entry - First person also reset vision mode so that it is consistent between camera changes * Improve location handling - It makes more sense to specifiy the position ATL since the text is going to be rendered there and a z of 0 is then ground height. - Updates the ui immediately if the list is already on locations * Disable list keyboard search * Fix handling of forced camera mode with no focus * Fix handling of free mode removal while no target * Fix locations respecting available modes * Fix list entry removal code - Replace getTargetGroups with getTargetEntities for consolidated filtering. - Fix the step of the removal loops and make them go to index 0 instead of 1 * Improve side handling of unit list - Accounts for possibly of whitelisted random objects that belong to other sides - Move the index decrement to loop, not within every loop * Add linter ignore directive * Fix list code * Improve entity fetching - Change whitelist/blacklist application to optimize the code * Include dead units in the list - Allow getTargetEntities to return dead units too - Iterate over allGroups in list updates to reduce overhead * Take care of TODOs * Mark stageSpectator as non-public * Fix updating list focus * Adjust default camera speed * Include the function file * Generalise camera button UI - Makes it easier to extend with future camera mode buttons - Removes potential error when display doesn't exist * Remove obsolete staged event - Add vision toggle to help - Restructure some function PREP * Add public function to return all spectators * Change default briefing name used on map display * Fix the order of 4 main sides in list * Restore non-toggle behaviour of camera speed * Fix UI gap between list and tabs * Force update UI list when player is staged Hopefully this fixes any issues related to the player appearing in the list * Update controls strings * Fix entity tooltips showing short name - Also revert changes to common function and just handle in this component * Include dead in unit switching * Show rank and vehicle icon in list - Rank is shown in tooltip - Vehicle icon is used to see which units in the list are mounted * Change default vehicle icon * Show whether medic/engineer in tooltip * Improve list double click behaviour * Improve group icon handling * Use dynamic group icons for drawing * Fix EFUNC call * Update all function headers * All the changes I had staged before arma broke git Arma managed to crash my whole system again, breaking my git repo and I resorted to nuking it and pasting the changes I had comitted locally back in. From memory: - Fix icon paths - use distanceSqr for minor speed boost - Add setting to show map locations in the UI - Limit location rendering based on distance - Probably some other crap * Fix squared comparisons * Remove unnecessary variable publicity * Deprecate fnc_stageSpectator The function was a source of confusion alongside fnc_setSpectator and so it is replaced by an additional parameter to hide the unit as part of fnc_setSpectator. No longer is the unit moved either, to reduce complexity and give more control to mission maker. * Fix undefined variable * Update spectator framework doc * Update spectator feature doc * Fix typos and grammar * Revent version introduced number * Update with new changes
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layout | title | description | group | parent | mod | version | ||||||
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wiki | Spectator Framework | Explains how to set-up and manipulate the ACE3 spectator system. | framework | wiki | ace |
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1. Enabling Spectator
By default, the ACE3 spectator system does nothing - meaning existing missions will behave exactly as before. There are two tools available to enable the spectator system in your missions:
- An
ace_spectator
respawn template which can be enabled via description.ext or through the eden editor multiplayer attributes - The public function
ace_spectator_fnc_setSpectator
which can be used at any time to open/close the spectator interface
With respawn template ace_spectator
in effect players will enter spectator mode upon death and exit upon respawn (if there is respawn). The template is compatible with all respawn types (except None
/0
) and allows you to take advantage of the vanilla framework's flexibility (combining templates, side specific templates, etc.).
Note:
It's worth noting that templates "MenuPosition" and "MenuInventory" are not currently compatible with the "ace_spectator" template.
An example description.ext file using the respawn template:
respawn = 3; // Players respawn at base
respawnDelay = 180; // Players spectate for 3 minutes between respawns
respawnTemplates[] = {"ace_spectator"}; // Enables the spectator template for all
respawnTemplatesWest[] = {"ace_spectator","Counter","Wave"}; // Wave respawns and a countdown for west side
2. Global Settings
To tweak the default spectator experience three settings are provided:
- AI Enabled: Whether AI will appear in the unit list and be spectatable. Defaults to only players.
- Camera modes: Which camera modes (1PP, 3PP and Free) are available to use by default.
- Vision modes: Which vision modes (Normal, Night and Thermal) are available to use by default.
Note that these settings govern the default spectator behaviour. Through the use of public functions, the spectator experience can be more finely controlled (e.g. to limit each player to only be able to spectate units on their side) on top of these.
3. Events
3.1 Listenable
Event Name | Passed Parameter(s) | Locality | Description |
---|---|---|---|
ace_spectatorSet |
[_isSpectator, _player] | Global | Player's spectator status was changed |
4. Scripting
While the majority of scenarios can be set up as desired using only the settings provided, some require more specific limitations on what functionality is available to whom. All of the following public functions are provided to try and accommodate for such needs.
4.1 Change the local player's spectator status
ace_spectator_fnc_setSpectator
If the interface is not forced then the player can close spectator with the ESC key.
If the player is hidden they will become invisible, invulnerable and removed from their group until they exit spectator.
* Arguments:
* 0: Spectator state of local client <BOOL> (default: true)
* 1: Force interface <BOOL> (default: true)
* 2: Hide player (if alive) <BOOL> (default: true)
*
* Return Value:
* None
*
* Example:
* [true] call ace_spectator_fnc_setSpectator
4.2 Whitelist/Blacklist units available to spectate
ace_spectator_fnc_updateUnits
Whitelisted units will always show in the unit list regardless of the usual filtering applied (with the exception of the local player, who will never be shown). Blacklisted units will always be filtered out of the unit list (this overrides the whitelist).
Note that this function takes local effect, so only the local player will see these changes.
* Arguments:
* 0: Units to show in the list <ARRAY>
* 1: Units to hide in the list <ARRAY>
*
* Return Value:
* None
*
* Example:
* [allPlayers, [player]] call ace_spectator_fnc_updateUnits
4.3 Add/Remove sides available to spectate
ace_spectator_fnc_updateSides
By default, units on all 4 sides (west
, east
, independent
and civilian
) are available to spectate provided they pass through basic filtering (AI setting, simulated and visible). By removing a side, you effectively add a layer of filtering that removes units belonging to that side from the spectator unit list. Adding sides is simply available to reverse a removal - you cannot add a side beyond the main 4 (e.g. sideLogic
) as those units do not appear in the allUnits
array (you could whitelist a unit belonging to such a side).
Note that this function takes local effect, so only the local player will see these changes.
* Arguments:
* 0: Sides to add <ARRAY>
* 1: Sides to remove <ARRAY>
*
* Return Value:
* Sides available <ARRAY>
*
* Example:
* [[west], [east,civilian]] call ace_spectator_fnc_updateSides
4.4 Add/Remove available camera modes
ace_spectator_fnc_updateCameraModes
You can change the spectator camera modes available at any point during the mission and independently on different machines with this function (e.g. if you only want one side of players to have a free camera). Remember that the Camera modes setting will change which modes are available to everyone by default - changes with this function will override that.
Note that this function takes local effect, so only the local player will experience these changes.
* Possible camera modes are:
* - 0: Free
* - 1: First person
* - 2: Follow
*
* Arguments:
* 0: Camera modes to add <ARRAY>
* 1: Camera modes to remove <ARRAY>
*
* Return Value:
* Available camera modes <ARRAY>
*
* Example:
* [[0], [1,2]] call ace_spectator_fnc_updateCameraModes
4.5 Add/Remove available vision modes
ace_spectator_fnc_updateVisionModes
You can change the spectator vision modes available at any point during the mission and independently on different machines with this function (e.g. if you only want one side of players to have night vision). Remember that the Vision modes setting will change which modes are available to everyone by default (if thermal is enabled via the setting then both black and white hot are available) - changes with this function will override that.
Note that this function takes local effect, so only the local player will experience these changes.
* Possible vision modes are:
* - -2: Normal
* - -1: Night vision
* - 0: White hot
* - 1: Black hot
* - 2: Light Green Hot / Darker Green cold
* - 3: Black Hot / Darker Green cold
* - 4: Light Red Hot / Darker Red Cold
* - 5: Black Hot / Darker Red Cold
* - 6: White Hot / Darker Red Cold
* - 7: Thermal (Shade of Red and Green, Bodies are white)
*
* Arguments:
* 0: Vision modes to add <ARRAY>
* 1: Vision modes to remove <ARRAY>
*
* Return Value:
* Available vision modes <ARRAY>
*
* Example:
* [[0], [1,2]] call ace_spectator_fnc_updateVisionModes
4.6 Set the camera mode/focus/vision/position/direction
ace_spectator_fnc_setCameraAttributes
You can change any of the listed camera attributes at any time during a mission (including before spectator has opened if you want to pre-set them to change the initial view). All arguments are optional and default to no change (if you use nil
).
Note that this function takes local effect, so only the local player will experience these changes.
* Arguments:
* 0: Camera mode <NUMBER>
* - 0: Free
* - 1: First Person
* - 2: Follow
* 1: Camera focus <OBJECT or BOOL>
* 2: Camera vision <NUMBER>
* - -2: Normal
* - -1: Night vision
* - 0: Thermal white hot
* - 1: Thermal black hot
* - ...
* 3: Camera position (ATL) <ARRAY>
* 4: Camera direction (0 - 360) <NUMBER>
*
* Notes:
* - If camera mode is not free and camera has no focus, random will be used
* - To remove any current camera focus in free cam, use objNull
* - To select a random camera focus, use a boolean
*
* Return Value:
* None
*
* Example:
* [1, objNull] call ace_spectator_fnc_setCameraAttributes
4.7 Get the camera mode/focus/vision/position/direction
ace_spectator_fnc_getCameraAttributes
Returns an array of the listed camera attributes (see setCameraAttributes
for more details) for the local player. If the spectator camera is not currently active any pre-set attributes will be returned (otherwise default values will be returned - position will be [0,0,0]
if unset).
* Arguments:
* None
*
* Return Value:
* [Mode, Focus, Vision, Position, Direction] <ARRAY>
*
* Example:
* [] call ace_spectator_fnc_getCameraAttributes
4.8 Get all players currently spectating
ace_spectator_fnc_players
Will return both alive and dead players (note that dead player corpses are never deleted until the player has respawned - even when deleteVehicle
is used on them).
* Arguments:
* None
*
* Return Value:
* Spectator Players <ARRAY>
*
* Example:
* [] call ace_spectator_fnc_players