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cinematic endings

Posted: Sun Sep 04, 2005 10:25 am
by ViPER
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

Posted: Sun Sep 04, 2005 11:24 am
by tltrude
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.

Posted: Sun Sep 04, 2005 9:03 pm
by ViPER
i have 100 mods with a unique location obj in tdm, can the ending be formulated, cut and paste to each or does each one need to be done seperatley?

global

Posted: Mon Sep 05, 2005 4:06 am
by tltrude
I guess you could make a global script to do it, but it would be hard to make it work with all those maps.

Posted: Mon Sep 05, 2005 8:43 am
by Ric-hard
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.

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
Richard

Posted: Mon Sep 05, 2005 9:29 pm
by ViPER
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.

Posted: Tue Sep 06, 2005 2:40 am
by ViPER
by the way, which way is the camera facing if the angles are all (0 0 0)

Posted: Tue Sep 06, 2005 4:42 am
by lizardkid
straight up.