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Author Topic: Camera scrpting in a mission(not intro)  (Read 522 times)

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R.I.P-omega-

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Camera scrpting in a mission(not intro)
« on: 25 Jan 2005, 19:00:22 »
Hi, im new here.

well im makeing this mission and  theres a sequance in the mission that you are caguht in a ambush and you are in a UAZ at the right passenger seat and then you get to this town and someone tells you that there might be some Res soldiers in that town. then you slowly drive to the front of the town where you see soldiers that are going to attack the town. you see the officer throwing a smoke granade and the charges, becuse you have a mission to do that is very importent you are following the officer. after you crossed the smoke screen  you see the  officers dead body and then the driver shouts "RPG LEFT SIDE", now comes the tricky part that i dont know how to do ad nedd your help  ;) , then the game switches to the camera and the camera trackes the missile from left to right from where you are sitting in the car and the camera tracks the missle in slow motion(im useing the command setacctime 0.1) how can i do that?  ::)

Dubieman

  • Guest
Re:Camera scrpting in a mission(not intro)
« Reply #1 on: 25 Jan 2005, 21:02:18 »
Wrong board, you want the cam & sound board, even though your Q can be answered here.

I suspect a nearest object or fired eventhandler can "catch" your missile so you can lock the camera onto it. If all else fails, then just time it right... :P

Offline macguba

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Re:Camera scrpting in a mission(not intro)
« Reply #2 on: 25 Jan 2005, 23:46:29 »
GRK, where are your manners?    :o  "I'm new here" - "wrong board"  ::)   I don't know, youth of today, when I was a lad, etc. etc..  ;D

Welcome to the forums, R.I.P-omega-.   :)

GRK is of course perfectly correct in his answer:  yes you can do it and yes the way to do it is "catch" the missile.    The eventHandler "fired" bit is wake up your camera script to the fact that the missile has been fired, then you need a nearestObject command to "catch" the missile and Blanco's logiccam script to help the camera follow it.     It's a convoluted process suitable for intermediate level mission designers.   It's not mega-advanced, but neither is it straightforward for beginners.

I'm assuming you are familiar with snYpir's camera scripting tutorial and also messiah's essential camera.sqs tute.    It makes no real difference whether this (or any cutscene) is in the Intro/Outro or the Mission.


« Last Edit: 25 Jan 2005, 23:47:25 by macguba »
Plenty of reviewed ArmA missions for you to play

Dubieman

  • Guest
Re:Camera scrpting in a mission(not intro)
« Reply #3 on: 26 Jan 2005, 00:18:20 »
I officially welcome R.I.P-omega- to the OFPEC forums and am glad to see another new person. Soz for not welcoming.

Macca does the welcome parties. ;)

*nudge nudge, the cake!* :cheers:


Offline XCess

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Re:Camera scrpting in a mission(not intro)
« Reply #4 on: 26 Jan 2005, 02:07:18 »
Hmm. Hello RIP-omega-. what ya rippin?  :P  Welcome *offers shotty - ugh i mean shot of vodka.. yeah that  ;)*

Nice ideas on ur mission. Personally I would use the following:

Code: [Select]
titleCut ["","black in",0]
setAccTime 0.1
_cam = "camera" camCreate [0,0,0]
_cam cameraEffect ["internal","back"]

;Note below
_rocket = "RPGlauncher" camCreate [(getPos jeep select 0)-15,(getPos jeep select 1)+3,0.6]
_rocket setDir 90

_cam camSetTarget _rocket
_cam camSetRelPos [7,8,0.2]
_cam camCommit 0

titleCut [" ","black in",2]

then finish it up how you want. Nice idea would be to make the jeep get destroyed and the player surviving.....

NOTE: The jeep will be moving at speed so you'll need to work out the distance ahead of the jeep the rocket has to be for it to hit. This could be done by trial and error, I was also thinkin of doin it by maths but i dunno if theres enough parameters

Code: [Select]
;Change wait time to whatever it is for rocket to hit jeep - (whiteoutsped - 0.5)
titleCut [" ","white out", 0.4]

player setPos (getPos gameLogic)
~1.5
player setPos [(getPos jeep select 0)+1.3,(getPos jeep select 1),0]
player setDir 90

;maybe
player switchMove "layDownAnimName"

_cam cameraEffect ["internal","back"]
camDestroy _cam
~0.1

titleCut ["","white out",2]

exit

..heh.. sorry got a bit carried away.  ::)
btw I'm not sure on the rockets class name or the lay down anim (I know the lay down animis wrong  :P).
« Last Edit: 26 Jan 2005, 02:19:09 by XCess »