cinematic endings
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cinematic endings
can cinematic endings be done in dm ? I have an origin i can focus on, can it be done? or does it need to be objective?
end
You can turn on a camera that all the players would view. Then you can script explosions, a flyby, or whatever.
For deathmatch it would have to be timed to start just before the game timelimit runs out, and you would have to "freeze" the players.
For deathmatch it would have to be timed to start just before the game timelimit runs out, and you would have to "freeze" the players.
global
I guess you could make a global script to do it, but it would be hard to make it work with all those maps.
Hi Viper
,
maybe it helps if u take a look at my CinematicEndings-mod/script,
I think you need to execute it in an other way though,
I executed mine from the obj_dm.scr
( u use the obj_dm.scr for your objs?), if not, I guess u need a timer like
Tltrude said which executes your cameras and turns the players physics off and ........bla bla
here is some code that might help you to get started.
Richard
maybe it helps if u take a look at my CinematicEndings-mod/script,
I think you need to execute it in an other way though,
I executed mine from the obj_dm.scr
( u use the obj_dm.scr for your objs?), if not, I guess u need a timer like
Tltrude said which executes your cameras and turns the players physics off and ........bla bla
here is some code that might help you to get started.
Code: Select all
////////////////////////////////////////|
// Cinematic endings ///////////////////|
////////////////////////////////////////|
cinematic_endings:
level.sv_cinematic_endings = int(getcvar(sv_cinematic_endings))
if (getcvar("sv_cinematic_endings") == "0")
{
end
}
huddraw_alpha 80 0
huddraw_font 80 "handle-18"
huddraw_color 80 1 1 1
huddraw_rect 80 -170 -40 20 20
huddraw_string 80 "Cinematic endings by Richard www.Ric-hard.tk"
huddraw_align 80 center bottom
wait .1
local.mapname = getcvar "mapname"
////////////////|
// The Hunt ////|
////////////////|
if (local.mapname == "obj/obj_team1")
{
spawn Camera targetname hunt_camera origin (($flak88_base1.origin) + ( 630 405 570)) angles ( 30 -160 0 )
$hunt_camera follow_distance 500
$hunt_camera orbit_height 100
$hunt_camera speed 1.5
//$hunt_camera fov 120
cuecamera $hunt_camera
letterbox 1
huddraw_alpha 80 0.3
$hunt_camera orbit $flak88_base1
wait 4
huddraw_alpha 80 0
clearletterbox
cueplayer
}
////////////////|
// V2 //////////|
////////////////|
if (((local.mapname == "obj/obj_team2") && ($ctrlroom_bomb == NULL) && (level.cameraride != ctrlroom_camera)))
{
level.cameraride = v2rocket_camera
}
else if (((local.mapname == "obj/obj_team2") && ($v2_bomb == NULL) && (level.cameraride != v2rocket_camera)))
{
level.cameraride = ctrlroom_camera
}
switch (level.cameraride)
{
case ctrlroom_camera:
if ($ctrlroom_bomb == NULL)
{
local.camtarget = spawn script_origin "targetname" "ctrlroom_camtarget"
$ctrlroom_camtarget.origin = ( 2300 2690 50 )
spawn Camera targetname ctrlroom_camera origin ( 2300 1800 100) angles ( 10 90 0 )
$ctrlroom_camera follow_distance 250
$ctrlroom_camera orbit_height 50
$ctrlroom_camera speed 1.0
//$ctrlroom_camera fov 110
cuecamera $ctrlroom_camera
letterbox 1
huddraw_alpha 80 0.3
$ctrlroom_camera orbit $ctrlroom_camtarget
wait 4
huddraw_alpha 80 0
clearletterbox
cueplayer
}
break
case v2rocket_camera:
if ($v2_bomb == NULL)
{
//level.v2_gone = 1
level.cinematic_done = 1
local.camtarget = spawn script_origin "targetname" "v2_camtarget"
$v2_camtarget.origin = ( 2300 1260 -485 )
spawn Camera targetname v2rocket_camera origin ( 2300 -100 200) angles ( 15 90 0 )
$v2rocket_camera follow_distance 500
$v2rocket_camera orbit_height 100
$v2rocket_camera speed 1.0
//$v2rocket_camera fov 110
cuecamera $v2rocket_camera
letterbox 1
huddraw_alpha 80 0.3
$v2rocket_camera orbit $v2_camtarget
wait 4
huddraw_alpha 80 0
clearletterbox
cueplayer
}
break
}
////////////////|
// Omaha ///////|
////////////////|
if (((local.mapname == "obj/obj_team3") && ($88mm_trigger1 == NULL) && (level.cameraride != western_cannon_camera)))
{
level.cameraride = eastern_cannon_camera
}
else if (((local.mapname == "obj/obj_team3") && ($88mm_trigger2 == NULL) && (level.cameraride != eastern_cannon_camera)))
{
level.cameraride = western_cannon_camera
}
switch (level.cameraride)
{
case eastern_cannon_camera:
if ($88mm_trigger2 == NULL)
{
local.camtarget = spawn script_origin "targetname" "eastern_cannon_camtarget"
$eastern_cannon_camtarget.origin = (($t20.origin) + ( 0 0 300))
spawn Camera targetname eastern_cannon_camera origin (($t20.origin) + ( 630 405 570)) angles ( 60 -160 0 )
$eastern_cannon_camera follow_distance 850
$eastern_cannon_camera orbit_height 100
$eastern_cannon_camera speed 1.5
//$eastern_cannon_camera fov 110
cuecamera $eastern_cannon_camera
letterbox 1
huddraw_alpha 80 0.3
$eastern_cannon_camera orbit $eastern_cannon_camtarget
wait 4
huddraw_alpha 80 0
clearletterbox
cueplayer
}
break
case western_cannon_camera:
if ($88mm_trigger1 == NULL)
{
local.camtarget = spawn script_origin "targetname" "western_cannon_camtarget"
$western_cannon_camtarget.origin = ( 2430 1370 600 )
spawn Camera targetname western_cannon_camera origin (($88mm_weapon_base.origin) + ( 630 405 570)) angles ( 60 -160 0 )
$western_cannon_camera follow_distance 850
$western_cannon_camera orbit_height 100
$western_cannon_camera speed 1.5
//$western_cannon_camera fov 110
cuecamera $western_cannon_camera
letterbox 1
huddraw_alpha 80 0.3
$western_cannon_camera orbit $western_cannon_camtarget
wait 4
huddraw_alpha 80 0
clearletterbox
cueplayer
}
break
}
////////////////|
// The Bridge //|
////////////////|
if (local.mapname == "obj/obj_team4")
{
local.camtarget = spawn script_origin "targetname" "bridge_camtarget"
$bridge_camtarget.origin = ( 5 5 300 )
spawn Camera targetname bridge_camera origin ( 640 400 570) angles ( 30 -160 0 )
$bridge_camera follow_distance 500
$bridge_camera orbit_height 100
$bridge_camera speed 1.5
//$bridge_camera fov 110
cuecamera $bridge_camera
letterbox 1
huddraw_alpha 80 0.3
$bridge_camera orbit $bridge_camtarget
wait 4
huddraw_alpha 80 0
clearletterbox
cueplayer
}
end
Hehe thanks guys, Richard im one step ahead of you, I already swipt a bit of your script LOL. I am running a modified work of it in my global strategic script. It is working pretty well, some maps are a little funny but no matter what i do i think some maps will just be that way unless i work a specific script for each one. not gonna do it for over 100 cases though, im trying to wrap this thing up and globally i just was hoping to add a stop watch thing that i was having trouble with.
anyways
got the time figured out.
I worked out the 3rd person thing too so i can see myself but it doesnt seem to work serverside. See everybody else though.
anyways
got the time figured out.
I worked out the 3rd person thing too so i can see myself but it doesnt seem to work serverside. See everybody else though.
