You can access #Armavision anytime during the game from the pause menu.
Please keep in mind that if you don't have Game Master rights, camera movement will be limited around the player.
Use camera Properties (V on keyboard, hold View on gamepad) to customize scene overlays and post-process effects.
Before taking a screenshot, don't forget to hide the interface (I on keyboard, Right bumper+Dpad up on gamepad).
Press R on keyboard or A on gamepad to focus on the position under the cursor.
If you focus on a moving object, depth of field will be updated to track it.
Reset the focus either by Ctrl+R / holding A, or by focusing on the sky.
Zoom the camera in or out.
With mouse and keyboard, use Ctrl + Mouse wheel or Numpad +/- to adjust the zoom, and Ctrl+MMB or Numpad 0 to reset it again.
With gamepad, it's Right bumper + Left stick vertically, while pressing Left stick while holding Right bumper resets zoom.
Consider tilting the camera to the side for a more dramatic effect.
X/C on keyboard, or Right bumper + Left stick horizontally on gamepad.
You can also attach the camera to a soldier or a vehicle to move together with it.
Point at the target and press B on keyboard or Right bumper + Right stick on gamepad. Pressing the same keys when not pointing at anything detaches the camera again.
When you find an interesting view, save it by pressing Ctrl+F1-F10, so you can access it later again by pressing F1-F10. These are saved persistently, so you can return to favorite spots days later.
Sadly, this functionality is not available on gamepad.
Check the in-game Field Manual where all of this and much more is described.
After you take some breathtaking screenshot, please share it and tag #Armavision
Looking forward to your virtual photography!
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I remember playing the #OperationFlashpoint demo in 2001 and noticing attack vectors for entire battalions on the map. My imagination ran wild—was the game really that big?
Let’s talk about how we invent forces to create the illusion of a large war… and to run wargames! (1/11)
Wargaming—whether through board games or computer simulations—is used by real militaries and governments to play out scenarios, test strategies, and predict outcomes. It prepares armies for all eventualities. Why couldn’t it prepare game developers too? (2/11)
It’s during #Arma3 development when we started playing wargames for research. For each stage of the campaign, we discussed how the conflict could unfold. @IvanBuchta then prepared maps showing the movement of main forces, even if you could never encounter them in the game (3/11)
🌊 There's another authentic gameplay effect of the moon I've seen only in @ArmaPlatform—tides. Ever since the original #OperationFlashpoint, the sea would go up and down based on where the moon was in the sky. But not anymore since #Arma3. Why? A short thread🧵(1/7)
All official terrains in OFP, #Arma1, and #Arma2 simulated tides. The sea level would go up twice a day by more than a meter, and then recede again. Harbor piers that were previously almost submerged would suddenly be taller than most boats. (2/7)
While Arma’s #RealVirtuality engine still supports the feature, we turned it off in official #Arma3 maps. As the game's fidelity increased, variable sea level caused issues with new visual, audio, or physics features. (3/7)
🌕 It's the full moon tonight. But in many video games, it's magically the full moon every night!
Why is it so difficult to portray the lunar cycle realistically? And what are #gamedev tricks to make moon phases appear accurate? A thread 🧵 (1/16)
First, if a game doesn’t simulate a day/night cycle, devs can choose any moon phase that suits their artistic or practical purposes. It just so happens that levels in @Hitman, #Uncharted4, or #ObraDinn take place during the full moon. @LifeIsStrange even during two! (2/16)
Permanent full moon is a common fixture even in open-world games that do simulate the passage of time, ranging from big-budget titles like #HorizonForbiddenWest, #MGS5 or @GhostRecon, to indies like #PacificDrive. But why? (3/16)
As I'm starting to introduce my son to navigation in nature, I realized a lot of my knowledge comes from playing Bohemia games! A thread (1/15) 🧵
📍Most open-world games simply show your exact position on the map, like GPS in your phone. It's convenient, but it teaches you nothing. Arma on default difficulty used to do that for decades, but not anymore in Arma Reforger. So how else can you find your way? (2/15)
🗺️ Map grid is a useful tool for that. For example, when you carry a GPS in your inventory in Arma 2, it tells you your coordinates. You still have to find the grid square in the map, reading first right, then up (picture from @Dslyecxi's handy tutorial: ) (3/15)ttp3.dslyecxi.com/basic_infantry…