How I collapsed a 12 story building in Arma 3 || Keyframe Animation in Multiplayer

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  • เผยแพร่เมื่อ 1 ก.พ. 2025

ความคิดเห็น • 46

  • @Kick_Blitz
    @Kick_Blitz ปีที่แล้ว +12

    My guy, this is literally revolutionary for me, I've wanted to make stuff like ICBM Launches, Ships sailing and Sinking for ages, but due to the limitations of the Keyframe Module this was impossible; now it's possible to do some really interesting stuff with your technique. Thanks a bunch, dude!

  • @AbueloCeboleta
    @AbueloCeboleta ปีที่แล้ว +2

    That''s a brilliant 'thinking outside the box'. Great tutorial and well-edited, thanks for finding a proper solution to this problem!

  • @amzingdoge2116
    @amzingdoge2116 ปีที่แล้ว +1

    Gawd damn, that final part was amazing. Really great work.

  • @puotek
    @puotek ปีที่แล้ว

    Holy moly. This video is incredible. Not only cery clear and easy to understand but also I just went through a realisation of how much you can do in arma.

  • @Iyerikhon
    @Iyerikhon 2 หลายเดือนก่อน

    This guy deserves more views than he has gotten. This video has been instrumental in me improving my own missions and including animations.

  • @don.k3927
    @don.k3927 9 หลายเดือนก่อน +3

    NOW THAT IS AWESOME, great job man really inspiring me to make ops more cinematic now.

  • @spartanh347
    @spartanh347 ปีที่แล้ว +1

    This last Halo animation with the UNSC ship falling is just beautiful AF damn

  • @JuanDevelop
    @JuanDevelop 7 หลายเดือนก่อน +2

    please continue to doing this! Arma 3 community thanks a lot!

  • @c.mccarthy
    @c.mccarthy ปีที่แล้ว

    This is amazing - and surprisingly simple to do! You sir are a genius

  • @Bigmac_attack
    @Bigmac_attack ปีที่แล้ว

    Dude this is sick, I'll never do this or need to know this info but wow.

  • @RickOShay
    @RickOShay 7 หลายเดือนก่อน +2

    Good work - shades of BF3 and 4 if I remember correctly.

  • @foley2137
    @foley2137 6 หลายเดือนก่อน +1

    Beautiful presentation

  • @rallyupboys
    @rallyupboys 2 หลายเดือนก่อน

    I can't seem to get it to work for some reason, it doesn't seem to want to run the unitplay at all.

  • @canadian_0
    @canadian_0 ปีที่แล้ว +1

    Smart stuff. The building's (or any other object) position will update on the server only once right (at the end of the animation)? Thanks for the effort of making the video and documenting this.

    • @kaitheglasses
      @kaitheglasses  ปีที่แล้ว +1

      Yep, although it's technically at the start of the animation since I was worried about desync with any method that would detect the end of the animation. Once the animation ends on the player's side, it only then syncs up with the server; thus making the effect look more or less seamless.

  • @RemTV
    @RemTV ปีที่แล้ว

    very cinematic!

  • @bigsbybigsby
    @bigsbybigsby 4 หลายเดือนก่อน +1

    This is so awesome. You really seem to know what you're doing. Any clue how to make ground vehicle wheels turn when playing unitcapture playback?

    • @kaitheglasses
      @kaitheglasses  4 หลายเดือนก่อน +1

      Thanks! I did some looking around and testing and from what I could find it seems you need to disable the vehicle's brakes for it to work. A combination of (community.bistudio.com/wiki/engineOn) and (community.bistudio.com/wiki/disableBrakes) should hopefully work for both tanks and cars.
      Credit to (www.reddit.com/r/armadev/comments/khl1fw/comment/i7fdtj6/?) which is where I found this.

    • @bigsbybigsby
      @bigsbybigsby 4 หลายเดือนก่อน +1

      @@kaitheglasses oh my god, this worked. I had the engineon, but didn't think about disable brakes.

  • @Box24444
    @Box24444 3 หลายเดือนก่อน +1

    hey, amazing work, just one quick question, I'm stuck trying to figure out a way to make the script work for animations that involve multiple objects, do I need to do separate movedata sets for each object ? is there a way to modify the script so I can move various objects independently from one another or am I limited to using attachtoRelative ? for example in the radio tower collapse you showcased would it be possible to make it so the pieces fall apart independently instead of having 2 pieces stuck together ?

    • @kaitheglasses
      @kaitheglasses  3 หลายเดือนก่อน

      Hey there. For multiple objects you would need separate movedata (and by extension, animtions) for each bit, which doesn't scale well and is sadly the biggest weak point of this method.
      As for attachToRelative, I'm not entirely sure what you mean by moving objects independently. But if you want separate pieces to move independently it's essentially just using independent movedata sets. To illustrate using the tower example, I would animate the 2 pieces of the tower collapsing separately and use 2 different sheets of movedata, then play them at the same time.
      AttachToRelative is merely a means to attach multiple objects to the same animation movedata, and is not technically strictly needed.

    • @Box24444
      @Box24444 3 หลายเดือนก่อน

      @@kaitheglasses Thanks for the quick answer, the issue I'm running in trying to recreate the radio tower collapsing is that (after using attachToRelative and animating the middle section) the top section seems to follow the other section at a very low frame rate and looks very jumpy and I don't know if there is any workaround that. I'll start experimenting with recording multiple movedata sets and playing them at the same time.

    • @kaitheglasses
      @kaitheglasses  3 หลายเดือนก่อน

      If I remember correctly this is when using AttachToRelative with certain items, notably buildings where the positions are updated slower. It should be fixed if you try using a (ideally small, hideable) vehicle instead, and attaching both sections of the tower to the vehicle.

  • @JoMiMi_h
    @JoMiMi_h 3 หลายเดือนก่อน +1

    Thank you man, been looking for this! Making a mission for a friendgroup of mine that is similar.
    Now, I know this is probably either impossible or very challenging, but I have a question. Hypothetically, using compositions, how would you adapt this to use in the official scripted Public Zeus servers? I've seen others do it for stuff there (one that comes to mind is one time in a pubzeus server the zeus had a mission where you boarded a train and cleared it) but I really want to figure out how to do that.

    • @kaitheglasses
      @kaitheglasses  3 หลายเดือนก่อน

      Thank you! After thinking about it for a bit it might be possible, however I'm going to need a little more context.
      I'm not familiar with Public Zeus servers although I have heard of them. Is a mission setup, uploaded and subsequently run; or are there templates preset and you essentially Zeus on the fly, hence the need for this to work with a composition?

    • @JoMiMi_h
      @JoMiMi_h 3 หลายเดือนก่อน

      ​@@kaitheglasses Most of the time, the official public zeus servers are set up from composition templates, however there are composition tools (such as M9SD's Mission SQF composition) to have people create their missions in the editor then export it to .sqf to spawn in the server. Also, a lot of those composition-scripts have extensive use of remoteExec for reasons that are beyond me to be honest.

  • @squidymeares
    @squidymeares 8 หลายเดือนก่อน

    This doesn't work for me. It works in the editor when testing, but when I put it on my groups dedicated server and try to run it, it just teleports to its final position without playing the animation.

    • @kaitheglasses
      @kaitheglasses  8 หลายเดือนก่อน

      Are you using the showcase mission or a self made one? Off the top the only thing I can think about is to make sure the script itself is run globally.

    • @squidymeares
      @squidymeares 8 หลายเดือนก่อน +1

      @kaitheglasses286 I figured out what the issue was. I had a frigate landing, and a trigger that the Frigate was the owner of set to trigger when the Frigate entered the triggers area. That trigger spawned a frigate with an actual hanger and deleted the animated frigate. I just unsymced the trigger and the animated frigate and that fixed it

  • @bradleythompson6254
    @bradleythompson6254 ปีที่แล้ว

    Can you add the other "sample missions" like the train ect? at least to give us learning key frame a baseline to learn from

    • @darylsteak7108
      @darylsteak7108 ปีที่แล้ว

      There is the apartment tower which you've probably seen (which itself contains the keys and such), but the rest? Eeeeeeeeh.
      I'll be honest, they were made on the fly to demonstrate the possibilities of the system; and they looked really, reaaaally bad once you take out the particle effects and the cuts. Frankly you're better off just working it out from scratch. I also no longer have the files for those for the same reason.

  • @corphoenix5579
    @corphoenix5579 8 หลายเดือนก่อน +1

    Seems awesome, but my zeus CO doesnt think it would work,
    Does the collapse.SQF need to be on ALL clients? Or just on the Zeus's client (no admin zeus slot)
    Along with that, would it tehn be capable to set up a executer to be able to execute that SQF from the Zeus's computer via an ingame trigger? (computer :)

    • @kaitheglasses
      @kaitheglasses  8 หลายเดือนก่อน

      It's all in the demo mission if you want to see the inner workings and/or test. See desc.
      The collapse.sqf is automatically packaged as part of the mission file distributed to all players after the mission is exported, so I'm not sure what you mean by "Does the collapse.SQF need to be on ALL clients". As for the 2nd question, it is entirely possible so long as the resulting trigger executes it globally; to add onto the previous answer this will therefore also work regardless of which client triggers it, as every client has a copy of collapse.sqf.

    • @corphoenix5579
      @corphoenix5579 8 หลายเดือนก่อน

      @@kaitheglasses My bad, im just new to arma 3den things all together so
      To reiterate and based on your info givin here;
      So yes its sent to all players, so then in this case doing a global trigger upon either say an ace or normal interaction would cause the SQF to then run its course proper.
      (my bad in advance, im trying to one up my zeus CO who told me its simply "Not possible")

    • @kaitheglasses
      @kaitheglasses  8 หลายเดือนก่อน

      All good lmao.
      Yep, the only edge case I can think about would be if the mission was being hosted on a persons computer and not a dedicated server which will either work fine; or bug out and teleport to the end of the animation only on the server guy's screen.

    • @kaitheglasses
      @kaitheglasses  8 หลายเดือนก่อน

      Wait, nevermind. Because of how collapse.sqf was implemented even that edge case should be squashed.

    • @corphoenix5579
      @corphoenix5579 8 หลายเดือนก่อน

      @@kaitheglasses
      Lemme send a basic rundown of what im going to attempt before i attempt this:
      So if i send the PBO of my exported MPMission with a "quadbikers.SQF" within the MPMissions before i export,
      there be a laptop with that execVM "quadbikers.sqf"; on its Code Completed
      The SQF created via your video and followed should show and have my silly NATO quadbikers drive about on a already set up Dedicated server and should show to the clients and not brick itself over?

  • @Morrs78
    @Morrs78 ปีที่แล้ว

    How did you animate the tower/radio thing to fall and explode like that. Another thing, what map is that on, the radio tower? Amazing video, keep it up!

    • @kaitheglasses
      @kaitheglasses  ปีที่แล้ว +1

      The radio tower is a 3 piece prop from the CUP terrains core mod I think, you can place it down in the editor. I attached the top bit to the center bit and then animated the center bit to make it collapse.
      As for the map, it's Chernarus 2020 which should be from the CUP maps 2.0 mod. Excellent map, although I don't remember the location and it didn't originally have the tower (it might be the military base near the main airfield)

  • @DJTachanka
    @DJTachanka ปีที่แล้ว

    Amazing! How did you get the keyframes working with the USS Liberty?

    • @kaitheglasses
      @kaitheglasses  ปีที่แล้ว +1

      Thank you! I used < community.bistudio.com/wiki/BIS_fnc_destroyer01GetShipPart > to get the parts of the ship and attached them to an object at the start of the game. Then animated the core attached object.

  • @69Emoji
    @69Emoji 10 หลายเดือนก่อน

    Lol looks ridiculous

  • @AvidExpert
    @AvidExpert ปีที่แล้ว

    You got a Discord? Would love to add you if you want to go over some things.
    Fantastic work here.