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Author Topic: External view - can't find how to  (Read 519 times)

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Corben Dallas

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External view - can't find how to
« on: 16 Jun 2005, 13:51:11 »
I've been searching through the ComRef but can't a command to make the view go 3rd person (if that's correct) - behind the player.  Is there one?

Want it for player's death., eg., switch to external view, then go slo-mo.  The slo-mo death scene looks kind of neat.

Also, someone in another thread said use -nomap.  I tried this as a command line run when starting the game, but the map's still there.  Any ideas..?
« Last Edit: 16 Jun 2005, 13:54:42 by Corben Dallas »

qqqqqq

  • Guest
Re:External view - can't find how to
« Reply #1 on: 16 Jun 2005, 14:07:43 »
No.  Use a camera.   There's a command "switchcamera" which you might find useful, there is a tute on it.

Death scenes are handled by special script called onPlayerKilled.sqs which is called automatically when the player is killed.   Search around, there's plenty of stuff about it.

-nomap is nothing to do with the map in the game.  It has something to do with how the game handles memory.  Or possibly how the computer's memory handles the game.  Check the Avon Lady's brilliant FAQ and the official forums.
« Last Edit: 16 Jun 2005, 14:08:41 by qqqqqq »

Corben Dallas

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Re:External view - can't find how to
« Reply #2 on: 16 Jun 2005, 14:08:40 »
Neat.  Thanks qqqqqq.
« Last Edit: 16 Jun 2005, 14:08:53 by Corben Dallas »

Offline bedges

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Re:External view - can't find how to
« Reply #3 on: 16 Jun 2005, 14:10:41 »
you can get the camera behind the player (or any unit) by putting

Code: [Select]
unit_name switchcamera "external"
in the init line, or in a script. but as stated above, deathcams are another question entirely.

as for getting rid of the map...
« Last Edit: 16 Jun 2005, 14:12:51 by bedges »

Corben Dallas

  • Guest
Re:External view - can't find how to
« Reply #4 on: 16 Jun 2005, 14:37:27 »
Hmm... Cheers for that.  I wondered if -nomap removed the map or affected memory, but have since read The Avon Lady's stuff.  Mind you, I might remove the map from my mission now, as it'd give a little extra challenge.  Or do people get really annoyed by that sort of thing..?

Edit:

Quote
Death scenes are handled by special script called onPlayerKilled.sqs

Does this work in 1.46 do you know?  Also, does init.sqs run automatically?  I'm running it on the player init.  Sorry - lazy question - I'll log a hint in a test it out now.
« Last Edit: 16 Jun 2005, 14:46:15 by Corben Dallas »