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Author Topic: Facing the actors at the camera  (Read 733 times)

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GaryP

  • Guest
Facing the actors at the camera
« on: 22 Aug 2003, 21:10:23 »
Any really good way to make the actors face the camera when they are talking?  Or face another actor.

Here is what I tried. In the move waypoint I put this in the activation:
(I named my guy Bill.)

Bill setdir 90.... nope
Bill DoWatch Tom   (Tom's an actor behind the camera position... works sometimes.

I even set their direction in the editor and they turn around.
Are these guys camera shy? ;D

I think I'm missing something.  I got a couple of cutscenes and I am learning fast, but there are these little things.

Now I know why everyone calls them loons.



GrimMonkey

  • Guest
Re:Facing the actors at the camera
« Reply #1 on: 22 Aug 2003, 21:12:55 »
They might be turning around to look at something, what else is there? You could just use gamelogic as a tripod to house the camera. Ask around, there might be a script to tell something to freeze.

Good luck. :)



The Monkey Is Your King!

LAPD

  • Guest
Re:Facing the actors at the camera
« Reply #2 on: 23 Aug 2003, 14:32:47 »
Quote
From the Unofficial Operation Flashpoint Command Reference Manual by LustyPooh:
DoWatch

Description:
Causes a unit to watch another.

Syntax:
Unit1 DoWatch Unit2
Unit1 is the name of the unit you want to do the watching.
Unit2 is the name of the unit to be watched.

Returns:
<null>

Example:
MyGuy DoWatch MyGuy2

You could try -
Code: [Select]
Bill DoWatch Tom
or put a gamelogic where you want him to look at, and name it Elite (you can give it other names). then you write -
Code: [Select]
Bill DoWatch Elite
I hope it helps, as i'm not such an expert in this :).

Offline dmakatra

  • Members
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  • Better known as Armsty
Re:Facing the actors at the camera
« Reply #3 on: 23 Aug 2003, 18:00:11 »
I've alwaysed used dotarget. Works perfectly if they're in safe/careless mode. Or you can use this dowatch command in a loop.

Offline Burn

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Re:Facing the actors at the camera
« Reply #4 on: 23 Aug 2003, 20:17:11 »
Ask around, there might be a script to tell something to freeze.

this disableAi "move"

In the units init field should work :-\

Knut Erik

  • Guest
Re:Facing the actors at the camera
« Reply #5 on: 23 Aug 2003, 22:10:37 »
DisableAi "Move" will get the silly soldier to stop moving/turning.

NOTE: There is no EnableAi command, so once the Ai is disabled, it can't be enabled again.

You may also want to make him stop turning his head arround, too.

DisableAi "Target" or DisableAi "AutoTarget"   <=== I dunno what the diffrence is between these commands...


Offline Sui

  • Former Staff
  • ****
    • OFPEC
Re:Facing the actors at the camera
« Reply #6 on: 24 Aug 2003, 02:51:14 »
DisableAi "Target" or DisableAi "AutoTarget"   <=== I dunno what the diffrence is between these commands...
"TARGET" - Specifies the part of the AI which controls the 'engage' action. (eg. "2, attack Soldier, 5 o'clock). If you disable this soldiers won't go running off to attack far away targets. Basically, the leader of the group won't assign his guys specific targets ;)

"AUTOTARGET" - Controls that part of the AI which 'sees' targets and shoots. Disable this and your guy won't know how to use his weapon all of a sudden ;)

GaryP

  • Guest
Re:Facing the actors at the camera
« Reply #7 on: 24 Aug 2003, 21:33:31 »
This is going to be for a small cut scene.  The game resets itself (I think) when the cut scene is over, right?  No matter.  All I need it for is to record the movements.  I'm making an AVI movie.

BTW: I did use Bill DoWatch Tom, and he still won't look at me.  What's a gamelogic?  I'll have to look this one up.

LAPD

  • Guest
Re:Facing the actors at the camera
« Reply #8 on: 25 Aug 2003, 13:00:14 »
A gamelogic is a unit which dosen't really exist. It's there, but you can't see it. Let's say this gamelogic is human, than Bill will look at him as he look on a human. But the players won't see that human, cause he is invisible. I think I explained that so it can be understandable 8).

To make a gamelogic you select the Units (F1) and than click twice on the map, and in the box where you can select the side of the unit, you select Gamelogic.
Note: the gamelogic will be there only if there is a unit which controlled by a player before you insert the gamelogic.

Now, let's say you name the gamelogic 'Game'.
So now you will write:
Code: [Select]
Bill DoWatch Game
The only problem is that the gamelogic is a pretty short guy ;), so it will appear on the ground, and so Bill will look on the ground. To make the gamelogic higher, write in it's init. field:
Code: [Select]
This SetPos [getpos this select 0, getpos this select 1, (getpos this select 2)+ x]
Change the 'x' to a number which will be the hight in meters. If you put 1.5, than it's hight will be one and half meters from the ground.
You might need to put the trigger to repeatedly (or do a loop as The real Armstrong suggested), as Bill might have other interesting things to look at if you won't ;).

I hope it will work :D.

GaryP

  • Guest
Re:Facing the actors at the camera
« Reply #9 on: 25 Aug 2003, 14:27:03 »
Thank you.  I will try this tonight when I get off work.

The real world always seems to get in the way of fun. ;D