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Author Topic: Enemy Death Camera(Switch On/Off) In Action Menu?  (Read 10030 times)

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Lean Bear

  • Guest
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #75 on: 05 Jun 2005, 11:23:05 »
Yes, that was what the eastsnipe=thislist was about.

@ Planck, yeah I reckon you're right about that ;)

@ Maximus-Sniper

I dunno if you tried it this way or not:

Code: [Select]
class UserActions
{
  class DeathCamOn
  {
      displayName="Death Cam On";
      position="";
      radius=99999;
      condition="(Format [{%1},slow_mo_deathcam] != {true}) && (player == this) && cam_enabled";
      statement="eastsnipe=thislist; slow_mo_deathcam=true; this exec {\RAST\Script\Death_Cam\deathcam.sqs}";
  };
     
  class DeathCamOff
  {
      displayName="Death Cam Off";
      position="";
      radius=99999;
      condition="(Format [{%1},slow_mo_deathcam] != {false}) && (player == this) && !cam_enabled";
      statement="slow_mo_deathcam=false";
  };
};

Maximus-Sniper

  • Guest
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #76 on: 05 Jun 2005, 13:45:48 »
Hi Lean Bear :)

Ok, now i understand that eastsnipe=thislist, hehe
But that did't work when i press the "Death Cam On" :(
Nothing happend when i kill a enemy. I don't give him any name and i removed the   "eastsnipe= [east1, east2, east3] from the deathcam.sqs

maybe we need a trigger ?

hmm.. ???

Maximus-Sniper


EDIT:1

Yes, i had to make a TRIGGER :(



So it's looks like this "Enemy Death Cam" ended here. I don't think it's possible to make a script to make a trigger, i'm not sure  ???

Hope it's possible  :P :P :P

Maximus-Sniper
« Last Edit: 05 Jun 2005, 14:00:47 by Maximus-Sniper »

Maximus-Sniper

  • Guest
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #77 on: 06 Jun 2005, 07:11:05 »
Hi all :)

Do anyone know how i can make that deathcam to rotate around?
Here is my rast_deathcam.sqs file:

Code: [Select]

titlecut [" ", "White in", 1]
_unit = _this select 0
_camPos = GetPos _unit
_cx = _camPos Select 0
_cy = _camPos Select 1
_cz = _camPos Select 2
SetAccTime 0.35

_cam = "camera" CamCreate [_cx+2, _cy+1, _cz+2]
_cam CamSetTarget _unit
_cam CamSetFov 0.3
_cam CameraEffect ["Internal","Front"]
_cam CamCommit 2
@CamCommitted _cam
SetAccTime 1.0

_cam CameraEffect ["Terminate","Back"]
CamDestroy _cam

exit


Thanks :)

Maximus-Sniper
Code: [Select]

Lean Bear

  • Guest
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #78 on: 06 Jun 2005, 08:38:00 »
Try this in the class UserActions:

Code: [Select]
class UserActions
{
  class DeathCamOn
  {
      displayName="Death Cam On";
      position="zbran";
      radius=99999;
      condition="(Format [{%1},slow_mo_deathcam] != {true}) && (player == this) && cam_enabled";
      statement="eastsnipe=thislist; slow_mo_deathcam=true; this exec {\RAST\Script\Death_Cam\deathcam.sqs}";
  };
     
  class DeathCamOff
  {
      displayName="Death Cam Off";
      position="zbran";
      radius=99999;
      condition="(Format [{%1},slow_mo_deathcam] != {false}) && (player == this) && !cam_enabled";
      statement="slow_mo_deathcam=false";
  };
};

I added a position so that the "trigger" might be considered valid.

Maximus-Sniper

  • Guest
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #79 on: 06 Jun 2005, 08:54:41 »
Hi Lean Bear :)

I still needed to make a trigger with 9999 xy and Activation "East" nothing more to add in that trigger.

So i don't know if it's another way to do this? :(

Maximus-Sniper

Lean Bear

  • Guest
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #80 on: 06 Jun 2005, 09:23:49 »
Well, doing that in the class UserActions should work just fine.

Try reducing the radius size to say 1000, and play around with the "position".

You could try changing it to "player", "this" or make a point in model.p3d file called "pos_trigger" (in the memory lod) and then put:

position="pos_trigger";

Maximus-Sniper

  • Guest
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #81 on: 06 Jun 2005, 09:50:53 »
Hi Lean Bear :)

Ok :)

I did try:

position="player";
Not Working

position="this";
Not Working

And i make a new point in my sniper model, in the Memory, called it for "pos_trigger" than

position="pos_trigger";
Not Working

position="trigger";
Not Working

position="zbran";
Not Working

I'm gonna try some more "position". but i don't that gonna work.

Thanks :)

Maximus-Sniper

Maximus-Sniper

  • Guest
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #82 on: 06 Jun 2005, 10:18:13 »
Hi again :)

Now i have tryed lots of differents point in the "Memory" in my sniper model, but nothing happen :( :( :(

I still now need to make a trigger with:

- Axis a b =1000

- Activation = East

So i think if we make the activation (East) to work, than i think the hole script will work without that trigger.

But, how do we get "Activation=East" to work???

Maximus-Sniper

Lean Bear

  • Guest
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #83 on: 06 Jun 2005, 11:28:51 »
You can't - UserAction aren't triggers, they just behave like them.

btw It doesn't matter about activation East, you could do activation Anyone and it would still work fine (probably better as it would select all units, not just the east).

Maximus-Sniper

  • Guest
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #84 on: 06 Jun 2005, 15:53:25 »
Hei Lean Bear :)

Ok i understand  ;)

btw, it's much better to make a trigger and just change 2 settings (Axis and Activation) instead of use a init.sqs, trigger and name of unit  ;D ;D

So i will thank you so match for helping me with this Enemy Death Cam :) and thanks to 456820 :)
I'm gonna add your name, 456820 and Planck names into my credit list  ;)

Best Regards
Maximus-Sniper

Lean Bear

  • Guest
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #85 on: 06 Jun 2005, 16:46:19 »
np ;)

Its a shame that we couldn't get the userActions working - cause that way you wouldn't need a trigger, init.sqs, name units or anything.

Offline 456820

  • Contributing Member
  • **
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #86 on: 06 Jun 2005, 19:25:50 »
Quote
456820 and Planck names into my credit list  
nice to hear i helped
also if the trigger idea doesnt work how is this going to work or have i missed something out or will soomeone have to create the trigger in game ?
anyway i cant wait until this comes out looking at the videos and pics it definately looks like one of the best snipers ive seen on ofp

Maximus-Sniper

  • Guest
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #87 on: 06 Jun 2005, 20:31:49 »
He mates :)

@Lean Bear

Quote
Its a shame that we couldn't get the userActions working - cause that way you wouldn't need a trigger, init.sqs, name units or anything.

Yeah, it's a shame we couldn't get that UserActions to work :( But i think everybody can make a trigger and change two settings,  ;D ;D

@456820

Quote
also if the trigger idea doesnt work how is this going to work or have i missed something out or will soomeone have to create the trigger in game ?
anyway i cant wait until this comes out looking at the videos and pics it definately looks like one of the best snipers ive seen on ofp

The trigger idea work fine, it's just we couldn't get the UserActions to make a trigger :( so you all have to make one trigger and put it eneywhere in the map. You need only to make two change on that trigger. The Axis (to whatever you want) and Activation (East or Anybody)Like this:



Nice to hear you like this pack  ;)

btw, about that camera, hehe Maybe we can make it rotate around the man? It's that possible to add the rotate effect inn this script?:

Code: [Select]
titlecut [" ", "White in", 1]
_unit = _this select 0
_camPos = GetPos _unit
_cx = _camPos Select 0
_cy = _camPos Select 1
_cz = _camPos Select 2
SetAccTime 0.35

_cam = "camera" CamCreate [_cx+2, _cy+1, _cz+2]
_cam CamSetTarget _unit
_cam CamSetFov 0.3
_cam CameraEffect ["Internal","Front"]
_cam CamCommit 2
@CamCommitted _cam
SetAccTime 1.0

_cam CameraEffect ["Terminate","Back"]
CamDestroy _cam

exit

Thanks to you all again :)

Offline 456820

  • Contributing Member
  • **
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #88 on: 07 Jun 2005, 15:56:29 »
Code: [Select]
titlecut [" ", "White in", 1]
_unit = _this select 0
_camPos = GetPos _unit
_cx = _camPos Select 0
_cy = _camPos Select 1
_cz = _camPos Select 2
SetAccTime 0.35

_cam = "camera" CamCreate [_cx+2, _cy+1, _cz+2]
_cam CamSetTarget _unit
_cam CamSetFov 0.3
_cam CameraEffect ["Internal","Front"]
_cam CamCommit 2
@CamCommitted _cam
_cam CameraEffect ["Internal","right back"]
_cam CamSetTarget _unit
_cam CamCommit 3
@CamCommitted _cam
SetAccTime 1.0

_cam CameraEffect ["Terminate","Back"]
CamDestroy _cam

exit

yep like that it should work anyway have a go

Maximus-Sniper

  • Guest
Re:Enemy Death Camera(Switch On/Off) In Action Menu?
« Reply #89 on: 07 Jun 2005, 20:42:46 »
Hi mate :)

That did't work :( It was the same.

I was looking around here in the forum and found this one, but i don't know how i can put this one into my script.

Code: [Select]
; spin camera around object in downward spiral



;set up the camera

showcinemaborder true
_camera = "camera" camcreate [0,0,0]
_camera cameraeffect ["internal", "back"]
_camera camSetTarget object_name


;get the coordinates of the object to spin around

_x = getpos object_name select 0
_y = getpos object_name select 1
_dir = getdir object_name


;set up the increments by which the camera will move

_incr = 0.7
_angle = 0
_height = 50


#rotate

_camera camSetPos [_x + (8*sin(_dir+_angle)), _y + (8*cos(_dir+_angle)),_height]
_camera camCommit 0

~0.001

_angle = _angle + _incr
_height = _height - (_incr/10)

?_angle>=360:_angle = 0

?not(_height<=1):goto "rotate"


;at the bottom of the spiral, so end the script

_camera cameraeffect ["terminate", "back"]
camdestroy _camera

showcinemaborder false


exit