Page 1 of 1
unexpected camera rotation???
Posted: Tue Dec 18, 2007 4:29 pm
by Aquamarin
In my map theres 5 cameras, but one rotates everytime 3 times around, bevore they follow his path. The others will work fine....
The script is allso the same for any camera, and in the mapfile the camera is targeted on a camera_target. So - i dont know why this rotation comes around...
Any ideas for me?
Aqua
Posted: Wed Jan 02, 2008 1:54 pm
by Aquamarin
Hu?
Anyone home?
Posted: Thu Jan 03, 2008 10:59 am
by bdbodger
Yes I know what you mean but not sure how to help can you post your script maybe we can suggest something to try .
Posted: Fri Jan 04, 2008 9:33 am
by Aquamarin
This is the sript of the cam?s, but the first cam works fine, and the rotation starts by the second cam ( $allies_win_cam ).
The first cam show the explosion of the teamtarget, and the second cam ( the rotating cam ) show the burning building ( from a camerapath ). Booth cams are targeted on a node inside of the building. So - ?allies_win_cam2 is fixed on a place to watch the explosion, and after 7 seconds the cam changed to ?allies_win_cam ( and his path ).
Code: Select all
allies_win_cam:
drawhud 0 ///(nicht zwingend)
level.bomb_damage = 0 // turn off damage <<<(nicht zwingend)
level.fire_damage = 0 // turn off damage <<<(nicht zwingend)
$player nodamage ///(nicht zwingend)
$player hide ///(nicht zwingend)
freezeplayer ///(nicht zwingend)
$player physics_off
level.dmroundlimit = (level.dmroundlimit + 1)
$allies_win_cam2 fov 80 2
$allies_win_cam2 speed (level.camera_speed)
$allies_win_cam2 follow $allies_win_cam_path2 $allies_win_cam_target
letterbox 0.5
cuecamera $allies_win_cam2
wait 7
$allies_win_cam2 cut
waitframe
drawhud 0 ///(nicht zwingend)
level.bomb_damage = 0 // turn off damage <<<(nicht zwingend)
level.fire_damage = 0 // turn off damage <<<(nicht zwingend)
$player nodamage ///(nicht zwingend)
$player hide ///(nicht zwingend)
freezeplayer ///(nicht zwingend)
$player physics_off
level.dmroundlimit = (level.dmroundlimit + 1)
$allies_win_cam fov 80 2
$allies_win_cam speed (level.camera_speed)
$allies_win_cam follow $allies_win_cam_path $allies_win_cam_target
letterbox 0.5
cuecamera $allies_win_cam
thread win_text
wait 10
teamwin allies
end
The other will work fine:
Code: Select all
axis_win_cam:
drawhud 0 ///(nicht zwingend)
level.bomb_damage = 0 // turn off damage <<<(nicht zwingend)
level.fire_damage = 0 // turn off damage <<<(nicht zwingend)
$player nodamage ///(nicht zwingend)
$player hide ///(nicht zwingend)
freezeplayer ///(nicht zwingend)
$player physics_off
level.dmroundlimit = (level.dmroundlimit + 1)
$axis_win_cam2 fov 80 2
$axis_win_cam2 speed (level.camera_speed)
$axis_win_cam2 follow $axis_win_cam_path2 $axis_win_cam_target
letterbox 0.5
cuecamera $axis_win_cam2
wait 7
$axis_win_cam2 cut
waitframe
drawhud 0 ///(nicht zwingend)
level.bomb_damage = 0 // turn off damage <<<(nicht zwingend)
level.fire_damage = 0 // turn off damage <<<(nicht zwingend)
$player nodamage ///(nicht zwingend)
$player hide ///(nicht zwingend)
freezeplayer ///(nicht zwingend)
$player physics_off
level.dmroundlimit = (level.dmroundlimit + 1)
$axis_win_cam fov 80 2
$axis_win_cam speed (level.camera_speed)
$axis_win_cam follow $axis_win_cam_path $axis_win_cam_target
letterbox 0.5
cuecamera $axis_win_cam
thread win_text
wait 10
teamwin axis
end
I find NO difference!
Those cams are the final-cams for the winning-teams. The wincam for the axis works perfect, but the allycam rotates 3 times, before he?s follow his path. At the radiant i set the cam first in the direction of his target - he?s rotating. Next i set the cam as his will - allso rotating. At the start of the cam he?s ignore his target and path and rorates. After the rotating he works fine.
Any ideas, guys?
Aqua