Professional Documents
Culture Documents
Functionality
Controls
Manual mode
Vision modes
General info
Resources
Mod version
Script version
Mission example
Installing indiCam
Script settings
Useful commands
Example scene
Troubleshooting
Changelog
Version 1.32 published 2021-03-24
Version 1.31 published 2020-09-09
Version 1.3 published 2019-08-20
Version 1.2 published 2018-12-27
Version 1.11 published 2018-05-15
Version 1.1 published 2018-05-02:
Version 1.0 published 2018-04-29:
Functionality
indiCam is run completely client-side. Scenes are modular so they are as simple to add and share
as possible.
Controls are hard-coded for now. Mod version will give the user an action menu item along with
keybinds based on squad unit selection. Future version will use CBA keybinds.
From 1.3 there is a scripted scene system that tracks special events. Current special event tracks
units taking out and firing their launchers.
Controls
indiCam main controls are for now contained in the action menu and in the map menu under the
“indiCam” diary entry.
While the camera is running, there are a few control options.
F1 - Start indiCam GUI (since v.1.2)
F2 - Force a new scene
F3 - Force select a new random actor (see below for more)
F4 - Toggle manual mode
F5 - Previous vision mode
F6 - Next vision mode
F9 - Show current scene name in systemchat
Manual mode
This mode is basically just me activating the command {camCommand “manual on”} and then
shutting off some of the script functionality. The rest is up to the regular in-game splendid camera.
It makes use of the Arma “bulldozer” controls. Those keys can be changed in the regular control
options at:
Main menu → Options → Controls → Development keys
L-key - Toggle the camera crosshair
Vision modes
Since version 1.2 it is now possible to use the GUI drop-down to select the preferred vision mode.
While the camera is running, use the F5 and F6 buttons to go back or forth respectively between the
different types of vision mode in the order as listed below.
● 0 - Automatic (as controlled by the script)
● 1 - Night vision
● 2 - White Hot
● 3 - Black Hot
● 4 - Light Green Hot / Darker Green cold
● 5 - Black Hot / Darker Green cold
● 6 - Light Red Hot /Darker Red Cold
● 7 - Black Hot / Darker Red Cold
● 8 - White Hot / Darker Red Cold
● 9 - Thermal (Shade of Red and Green, Bodies are white)
● 10 - Forced Daylight
General info
The core idea for indiCam is to use a separate computer to record secondary
gameplay footage around a player on a multiplayer server without the need to
manually move the camera around.
So it turns the game into an automatic camera robot. Once it has been started,
it will follow your selected unit around while automatically switching between
camera angles depending on situation and visibility of the target.
Resources
Bohemia forum link
https://forums.bohemia.net/forums/topic/216403-indicam-independent-camera-script/
The mod version and script version are one package and can be downloaded here:
https://drive.google.com/open?id=1pvVD-zwCXnvWj5zHwPgXfgkvo4MEJ9FL
Steam mod download:
https://steamcommunity.com/sharedfiles/filedetails/?id=1370986330
Test the script version directly in a scenario on the Steam workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1371041272
There is a Discord on the subject where you can get in touch and download any beta versions.
https://discord.gg/gM4RyTd
Mod version
Put the @indicam folder into your Arma 3 steam directory.
Script version
Put the folder INDICAM into your mission folder and then initialize it with:
[] execVM “INDICAM\indiCam_init.sqf”;
OR
Just check out how the example mission from the release folder has implemented it.
Mission example
The release package contains an example scenario. It is currently completely identical to the script
version and the mod version. If a player loads into the mission with the mod version loaded, the mod
version will be used.
Installing indiCam
Either use the Steam workshop at:
https://steamcommunity.com/sharedfiles/filedetails/?id=1372800247
OR:
Put the folder "@indiCam" into your Arma 3 Steam directory.
Typically this is at:
..\Steam\Steamapps\Common\ArmA 3\
Script settings
In indiCam_init.sqf, there are some variables you can set to either make the script work in a different
way or to help during development. You’ll find them under the title “settings”.
It is also possible to set these variables during gameplay with the debug console.
● indiCam_devMode = true; // This forces all scripts to run uncompiled with execVM or to
automatically recompile to aid during development. This will slightly slow the script down
overall.
● indiCam_debug = false; // Switch this for debug messages (now also available in GUI)
● indiCam_var_hiddenActorTime = 4; // Seconds to allow the actor to be hidden before
switching scene unless indiCam_var_ignoreHiddenActor is true
● indiCam_var_suspendSceneTimer = false; // True will suspend the timer that
switches scenes automatically. The keypresses to change scene or actor still works.
Useful commands
● [] call indiCam_fnc_compileAll;
This will recompile all functions. Useful when tinkering and you don’t want to restart
● indiCam_var_requestScene = “default”;
This will force the next scene
Example scene
case "standardScene": {
indiCam_var_disqualifyScene = false; // If true, this scene will not be applied and a new one will be
selected
_posX = random [-40,0,40]; // Specifies the range for the camera position sideways to the actor
_posY = random [-40,0,40]; // Specifies the range for the camera position to the front and back of the actor
_posZ = random [1,3,10]; // Specifies the range for the camera position vertically from the actor
indiCam_var_cameraTarget = actor; // This is the object the camera will be pointed towards
indiCam_var_maxDistance = 200; // Distance from actor to camera that forces a scene switch
indiCam_var_ignoreHiddenActor = false; // True means scene will be applied regardless of LOS checks
}; // end of case
Troubleshooting
What do you do if ...
● ...
Changelog
Version 1.32 published 2021-03-24
/* Changelog version 1.32*/
//KNOWN- Issue with map selection in GUI breaking at times. Fix is to close indicam gui then
opening and closing the regular map before going back to the gui.
//ADDED- indiCam clients in a multiplayer game won't be part of the actor selection pool while they
have their indiCam camera running. It is to avoid getting footage of a still player in a field somewhere
(thanks Reggs).
//ADDED- Checkbox in gui for showing chat during camera operation.
//FIXED- Actor switching won't include headless clients anymore.
//FIXED- Situation checks did not work in multiplayer. Eventhandlers are now rewritten to be put onto
the actors' client over the network and comnmunicating to the instance of indiCam that put them
there.
//FIXED- Actor death did not work on players in MP because the death cam eventhandler wasn't
local to their machine
//FIXED- Headless clients and dedicated servers are now more excluded from actor randomizations
(Thanks Gold John King)
//FIXED- Cameradude wasn't excluded from "only players" actor randomization (Thanks Gold John
King)
//FIXED- Current actor wasn't excluded from selection pool in some actor auto switching modes
//FIXED- Unit autoswitching mode within group now switches to another group if all units within the
group dies.
//FIXED- Unit autoswitching mode within group no longer makes dead units the actor.
//FIXED- Chat is now hidden by default during camera operation.
//FIXED- Purged the last bunch of usages of comment command in scripts
//ADDED- New foot scene "stationaryFrontRandom"
//TWEAKED- Foot scenes spend less time high above and more time at low and medium distance
//TWEAKED- Foot scenes at higher action values have shorter scene duration by about a third
//TWEAKED- Helicopter scenes switch earlier when actor moves away from stationary camera
//TWEAKED- Helicopter front facing scenes are shorter by about two thirds
//TWEAKED- Actor was set multiple times when using the mapclick selection method.
Major redesign of camera movement system has been done as well. It now gets calculated on each
frame to alleviate jitter as much as possible. That means that all the old scenes were wiped and I
have started to create new ones. There is a basic set of scenes in and I will add more as I manage
to get them stable and smooth enough. The upside is that switching scenes and actors are a whole
lot more stable.
The second large addition is the new system that detects special events and cuts to a scene to show
that. The only one implemented just yet is the detection of launcher usage by a unit.
*/
//REMOVED- The number of scenes are now back to only a few due to core rewrite. Future releases
will see more of them added back in the new system.
//ADDED- Actor auto switching added to gui with controls for duration and nine different modes.
//ADDED- If a player is the current actor, that player will be selected in player list upon loading the
gui
//ADDED- Made the player list in gui display what side each player is on. Runs out of space real fast
though.
//ADDED- Automatic night vision will now take terrain and current date into account and turn on half
an hour after sunset and turn off half an hour before sunrise
//ADDED- Made actor deaths handeled by the scripted scene system and more reliable.
//ADDED- Manual mode added to gui.
//ADDED- Slider in GUI: Chance of capture cinematic scenes upon
detection (0-100%). Zero means off.
//ADDED- The initial drop-down selection on map side will be whatever side the player is.
//ADDED- Pressing F9 during camera will now also store the scene name in a list. Going out of the
camera immediately after pressing F9 will list the contents in a hint. Good for finding scenes that
aren't working.
//ADDED- barrelWatch scene which will track barrel direction. Only for tanks for now.
//FIXED- GUI now looks as intended in both the script and the mod version. Thanks Taro!
//FIXED- Actor death now takes actor auto switch setting into account.
//FIXED- Units of any side can now be selected on the gui map.
//FIXED- Scene override timer now works in scripted version without gui.
//FIXED- Eventhandlers weren't removed from non-actor units in a controlled fashion
//FIXED- Changed wording of gui elements and tooltips for some controls.
//FIXED- Updated diary with information on GUI.
//FIXED- Start button could be pressed repeatedly and launch several instances of the camera.
//FIXED- Settings changed in gui will now be applied even if the camera isn't already running.
//FIXED- Culled a whole lot of unused code.
//FIXED- When debug was on it spawned the indicator spheres on every client.
//FIXED- indiCam settings window could be shown ontop of regular map which caused issues with
cursor and markers
//FIXED- If there is only one unit (the player) on a terrain, the camera will not find eligable actors and
try to switch actor indefinitly
//FIXED- An occational CTD when calculating too large or small movement values after switching
actors.