camera for level intro

Post your scripting questions / solutions here

Moderator: Moderators

Post Reply
User avatar
small_sumo
Lieutenant General
Posts: 953
Joined: Mon Jul 01, 2002 4:17 pm
Contact:

camera for level intro

Post by small_sumo »

Tom will probably field this one, I was looking at your camera map where you get the camera with the victory. I would like it so that at the beginning of each round players are forced to watch from camera to follow the planes in that flay under the bridge, and as they go under the bridge the camera will swing round and look at the bridge, hold for a monment and then player is free to go.

Sound cool, can it be done, would I be pushing it a bit with the bridge map ....... too many entities?

After seeing your map its plane to me that I have to have it in every level.

If not for intro then moents before bomb goes off till a few seconds after, you know the bridge going up is hot stuff ;) .
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Keep in mind not all players enter the map at the same time :?
Image
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Camera

Post by tltrude »

The camera can target any entity with a targetname, even a plane with the name bomber1. And, it will fly on any path you tell it to fly on. The commands to turn it on and off are, "cuecamera <targetname>" and "<targetname> cut". You can have more than one camera too.

But, Like Jv_map said, it would be hard to do it at the start of a multiplayer level.
Tom Trude,

Image
User avatar
small_sumo
Lieutenant General
Posts: 953
Joined: Mon Jul 01, 2002 4:17 pm
Contact:

Post by small_sumo »

Yeah thats exactly what I thought of when I wrote this post, will some guys get just part of the run, or will they have they own run but kinda miss the plane.?
Sounds doable though. The camera will target a spot just beyond the bridge and will follow the planes though not exactly, will moove around a bit. Tom if you dont mind I might mail you my script soon for a look at it. Maybe add the camera for me, I will add a similar camera to the one in your map. Copy it.

Any more thoughts.
Parts
Sergeant
Posts: 72
Joined: Thu Apr 10, 2003 12:35 pm
Location: UK
Contact:

Post by Parts »

you would continually have to loop through the get the players to see the camera.

$player freeze

and $player hide

are useful and you'd have to keep running them all the time. Not sure if there would be issues with recuing the camera
[VS-UK]Capt.Parts[BnHQ]
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

freeze

Post by tltrude »

You wouldn't have to freeze or hide the players, but it will be kinda hard to move when you are forced to view the camera, ha ha.

Sumo - please try to script it yourself and then send it to me if it doen't work. And, don't forget to copy the camera hidden inside the first pathnode.

All that "self", "local" stuff drives me nuts, but I bet jv_map could make a global script for the func_camera in his sleep, ha ha.
Tom Trude,

Image
User avatar
small_sumo
Lieutenant General
Posts: 953
Joined: Mon Jul 01, 2002 4:17 pm
Contact:

Post by small_sumo »

Ok, I get better everyday (whatever it takes gaz), the way I am going to try it is to copy your work and use a trigger multipal with a count of 1.

Hope that works.

Bye
Post Reply