Home   Help Search Login Register  

Author Topic: Camera Trigger Question  (Read 435 times)

0 Members and 1 Guest are viewing this topic.

tobalt

  • Guest
Camera Trigger Question
« on: 30 May 2004, 20:21:09 »
I did a quick search on the FAQs, and didn't find the answer I'm looking for, so I'll give this forum a try.  I'm wondering if there is a way to have the cinematic camera do it's thing (i.e. around/zoom, etc) when an explosion occurs (i.e. I have an assasination mission, and I want the camera to go slo mo when the user detonates the Satchel charge, destroying the UAZ).  

Offline rhysduk

  • Former Staff
  • ****
Re:Camera Trigger Question
« Reply #1 on: 30 May 2004, 22:47:57 »
Go and look in the Editors Depot mate ;) There are two tutorials that you shoul dread, one by SnYpir and another by someone else (apologies i cant remember your name.

For slow-mo. u use SetAccTime speed

Where speed is the desired speed u want, 1 to 0.. one being normal time and 0 is stopped.. dont htink u can set it at 0 thought, havent tried so dont quote me :)

Rhys
Reviewed Missions Board: Please Read the User's Guide before posting!

Pride and Joy 1 (HW100-T)

PsyWarrior

  • Guest
Re:Camera Trigger Question
« Reply #2 on: 30 May 2004, 23:27:31 »
Greets,

Rhysduk is correct: SetAccTime is OFP's slowmo.

You may want to learn the art of Camera Scripting (although this doesn't really require it). It's actually not that difficult.

Here are the links to a couple of camera scripting tutorials, including SnYpir's tute:

http://www.ofpec.com/editors/resource_view.php?id=50

http://www.ofpec.com/editors/resource_view.php?id=51

NB - It's also good practice to use the setAccTime command at the beginning of a cutscene, to set the time speed to 1. If the player is running OFP at faster speeds, this will set it back to normal speed, preventing the cutscene from messing up.

setAccTime 1

If you are using a trigger, you could do this:
Condition: !(alive uazname)
On Activation: setAccTime 0.5
On Deactivation: setAccTime 1.0

The above are the 3 text fields at the bottom of the trigger dialog.
Set Effects to circle the camera.
(No guarantees! ::))
Replace uazname with whatever the UAZ is called in the editor. Then, when the UAZ is not alive (dead :P), the camera will activate.

A triggered camera should be sufficient for this small cutscene (as opposed to a camera script), as it is actually easier, and more efficient for your purpose.

Try it... It may even work... ;) ;D

-Supr. Cmdr. PsyWarrior
-Psychic Productions