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Author Topic: Filming Shells/Missiles in flight  (Read 1327 times)

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SneakyPete

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Filming Shells/Missiles in flight
« on: 13 Apr 2005, 12:40:34 »
How do you film a missile, shell or bomb in flight?

I've seen it done before, but have no idea how?  

Could you use the vehiclecam script and the shell name?



Offline Blanco

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Re:Filming Shells/Missiles in flight
« Reply #1 on: 13 Apr 2005, 14:30:19 »
Quote
Could you use the vehiclecam script and the shell name?
Yes, you can but it won't work with the just the shellname, you have to catch the shell itself , the object.

Use a "fired" eventhandler and catch the projectile via a nearestobject command and run the vehiclecam.

 

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Offline RujiK

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Re:Filming Shells/Missiles in flight
« Reply #2 on: 13 Apr 2005, 17:32:12 »
If you dont know How to do this I'd suggest my Bouncing Grenade script or The Throwing script, both of which can be found in the editor department, It wont be what you want to do, but it will give you the idea!
I like your approach, lets see your departure.
Download the New Flashlight Script!

SneakyPete

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Re:Filming Shells/Missiles in flight
« Reply #3 on: 14 Apr 2005, 09:07:45 »
Thanks Rujik,

I remember the bouncing grenade script, in fact I downloaded it and gave it a spin.  Cool script.  I'll have it around somewhere.

Shame I can't remember where I saw the AT missile in flight.  If I could find the mission I could check how they did it.

Offline Blanco

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Re:Filming Shells/Missiles in flight
« Reply #4 on: 14 Apr 2005, 12:34:52 »
You can even do it without the EH.

This is a snippet from one of my  old camscripts.
It was written to follow the rocket fired from a Gustavlauncher.

Code: [Select]
;camera creation
_camera = "camera" camcreate [0,0,0]
_camera cameraeffect ["internal","back"]

;film the atguy
_camera camSetTarget atguy
_camera camsetrelpos [0,-4,1]
_camera camSetFOV 0.700
_camera camCommit 0
@((atguy ammo "CarlgustavLauncher") == 0)

; here I catch the missile and put the camera behind it and follow it until it got destroy. Here you can run the vehiclecam if you want. Use the variable _miss to run the script

#beforeloop
_miss = nearestobject [atguy,"Carlgustav"]
_camera camsettarget _miss
_camera camsetrelpos [3,-2,0]
_camera camcommit 0
~0.00001
#missloop
?(isnull _miss) : goto "destroy"
_camera camsettarget _miss
_camera camsetrelpos [3,-2,0]
_camera camcommit 0
~0.00001
goto "missloop"

#destroy
etc...

Good luck!







« Last Edit: 14 Apr 2005, 12:36:17 by Blanco »
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Offline 456820

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Re:Filming Shells/Missiles in flight
« Reply #5 on: 15 Apr 2005, 19:59:30 »
if you camcreate the shell/rocket you can name the shell and use this script
Code: [Select]
#loop
_cam cameraeffect ["internal", "right back"]
_cam camsettarget shellname
_cam camsetrelpos [0,2,1]
_cam camcommit 0
~0
? obj5 : goto "rest"
goto "loop"

#rest
the rest of your script at here

when obj5 = true it will cary on with the rest of the script if obj5 is false it carry's on with the loop
also this will target the shell 2m behind and 1m up (can be changed for what you need)
if you are actually firing the shell then ignore this

Offline Sui

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Re:Filming Shells/Missiles in flight
« Reply #6 on: 17 Apr 2005, 03:39:12 »
I think you'll be damn lucky to film a shell in flight...

I remember trying a long time ago and found you simply can't see them as they move too quick.

Rockets and missiles look good though :)
Just remember to slow down time so the player can comprehend what they're seeing...

Offline Blanco

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Re:Filming Shells/Missiles in flight
« Reply #7 on: 17 Apr 2005, 09:43:31 »
True, a shell disappear when it flies faster then 400kph.
Slowing down time doesn't help, you have to slow down the shell.

« Last Edit: 17 Apr 2005, 09:44:20 by Blanco »
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