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Author Topic: Slow motion, pause and than rotate round missile  (Read 1579 times)

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Gooner861

  • Guest
Slow motion, pause and than rotate round missile
« on: 24 Aug 2004, 15:54:25 »
I've just been looking round the editors depot and seen a slow mo script and a pause script. I was just wondering if it wud be possible to mix the two up if u get me.

I aint a very good scripter but heres what wud look really nice in an intro.

Say if theres a convoy of trucks and an enemy AT guy. What i wud like to do is get a shot of the AT guy firing his AT missile, slow it rite down to slow motion and than just before it hits the truck. Pause the cutscene and than circle around the truck or missile.

Than un pause it and have it play at normal speed and see the truck blow up. Now that wud look really, really cool  ;D. I know how to do evrything wit camera.sqs etc its just i dnt know how to implement the two scripts into it.

Thanks

Gooner

bored_onion

  • Guest
Re:Slow motion, pause and than rotate round missile
« Reply #1 on: 24 Aug 2004, 16:50:36 »
go to the scripts in the ed. depot and find one called bullet camera or bullet time (something like that)

if you wanna pause the game a good way to do this is to setacctime 0.00000001 and then to change it back to 1 later on (bit messy but it works)

if thats not what your looking for i can try modifying a script that i made to film a missile for you but it wont be in the league of the guys that submit to the ed. depot

Offline Blanco

  • Former Staff
  • ****
Re:Slow motion, pause and than rotate round missile
« Reply #2 on: 24 Aug 2004, 16:51:38 »
AFAIK, not possible.  :-\


Pausing the game is easy with setacctime 0, but after that you can't rotate or move the camera anymore because the time has stopped. (also for the camera)

The only way to do it, (and it's not very good) is to setpos the AT missile in the air with a very fast loop...

Search or search or search before you ask.

Gooner861

  • Guest
Re:Slow motion, pause and than rotate round missile
« Reply #3 on: 24 Aug 2004, 18:34:03 »
Cheers dudes, i think what i'll do is forget about rotating the camera around the missile and just pause time on the missile.

But how wud i target the missile? What command wud i put?

Cheers

Gooner

bored_onion

  • Guest
Re:Slow motion, pause and than rotate round missile
« Reply #4 on: 25 Aug 2004, 12:23:45 »
ok,

im gonna give you a basic script i made to capture an RPG

basically stick these scripts into your mission and call them using
Code: [Select]
[name of RPG soldier,target] exec "fire.sqs" then whenever the soldier fires the bullet cam will engage and you can enjoy the show

any problems post again or PM me

Gooner861

  • Guest
Re:Slow motion, pause and than rotate round missile
« Reply #5 on: 25 Aug 2004, 14:49:36 »
Thanks alot bored_onion, u didnt have to make that for me but i much appreciate it. I'll give it a whirl now than.

Cheers  ;D

Gooner

Gooner861

  • Guest
Re:Slow motion, pause and than rotate round missile
« Reply #6 on: 25 Aug 2004, 15:07:05 »
Very good, kinda wot i wanted. I've been playing around with some of the setAcctime numbers to make it more to what i want but yeh thanks alot it'll add alot more to my cutscene.

Just one thing how wud i make it so that when its first fired it fires at setAcctime 0.01 but when it gets close to the truck it slows rite down to about 0.005?

Thanks alot

Gooner

bored_onion

  • Guest
Re:Slow motion, pause and than rotate round missile
« Reply #7 on: 25 Aug 2004, 15:25:36 »
make _rocket a public variable wherever it appears in my script (missilecam.sqs) by removing the underscore infront of it

then you could try putting in the condition field of a trigger:
Code: [Select]
(rocket distance truck) <= 10
and then putting
Code: [Select]
setacctime 0.005
into the on activation field

that might work but no guarantees
if it doesnt then i could try fiddling with it a bit for you

Gooner861

  • Guest
Re:Slow motion, pause and than rotate round missile
« Reply #8 on: 25 Aug 2004, 15:45:46 »
Doesnt matter i dnt need to do that anymore neway. Thanks for the script though, i'll be sure to add ur name in the credits  ;D .

Cheers

Gooner

Offline Blanco

  • Former Staff
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Re:Slow motion, pause and than rotate round missile
« Reply #9 on: 25 Aug 2004, 22:31:36 »
Hey gooner,
 I have a camscript where a Tomcat fires a missile at an AA gun, the camera follows the missile from behind (you can use logiccam) , and when he's about 60m from the AA gun the camera switches to a sidecam of the missile and everything goes in slowmotion until the missile hits the AA gun. So the explosion occurs at normal speed.

I can give you that script by tommorow, when I find it on my HD...  ;)
« Last Edit: 25 Aug 2004, 22:33:14 by Blanco »
Search or search or search before you ask.

Gooner861

  • Guest
Re:Slow motion, pause and than rotate round missile
« Reply #10 on: 25 Aug 2004, 22:42:23 »
That sounds cool, yeh may as well have a look at it if u have it.

Cheers m8

Gooner

Offline Blanco

  • Former Staff
  • ****
Re:Slow motion, pause and than rotate round missile
« Reply #11 on: 26 Aug 2004, 16:20:08 »
I could find the one I was talking about, but I've made a similar one.
No addons needed.
It's a cutscene of an SU-25 against a Vulcan.
Open the camscript.sqs to find some comments.






Search or search or search before you ask.

Gooner861

  • Guest
Re:Slow motion, pause and than rotate round missile
« Reply #12 on: 26 Aug 2004, 19:17:51 »
Very nice indeed. I had a look at the script and i think it shud be relatively easy to chang things to what i want in my intro. I just want a shot of an RPG firing at a colum of trucks. But that shuldnt be too hard to do.

Cheers yet again,

Gooner  ;D

Offline Blanco

  • Former Staff
  • ****
Re:Slow motion, pause and than rotate round missile
« Reply #13 on: 26 Aug 2004, 19:42:50 »
ok, imo filming missiles fired from planes are easier to follow with a camera because a plane rarely misses his shot.
Make sure your AT soldier has a high skill and a good position. (not too close!)

Also, some projectiles that go faster then 1000 km/h will become invisible even when you slowdown the time.
You can fix that a bit with setvelocity (less hen 400km/h makes it vissible again), but I'm not very good with that command...
That's not a problem with a LAW or RPG, the rocket will always be visible, but make sure you got a "backup-plan" when the AT soldier misses his shot

Last thing, I had problems with filming sabots. sometimes the shells accelaration speed is so fast that the nearestobject command is not able to catch the projectile.

Search or search or search before you ask.

Gooner861

  • Guest
Re:Slow motion, pause and than rotate round missile
« Reply #14 on: 28 Aug 2004, 11:20:36 »
Kinda gotta it sorted, just needs sum fine tuning. I'll keep the thread open just in case though  ;D .

This shud go well with sum Prodigy music i got too  ;D

Cheers

Gooner