Home   Help Search Login Register  

Author Topic: camera.sqs help  (Read 1073 times)

0 Members and 1 Guest are viewing this topic.

Offline danturn

  • Members
  • *
camera.sqs help
« on: 11 Aug 2008, 03:21:47 »
So i downloaded the tutorial the other day and since it's been translated from german i have a slight feeling some of it hasnt been translated properly and would explain why my camera isnt working properly, the trouble im having is the fade in and fade out.

Code: [Select]
titlecut ["Scene 1","BLACK IN",15]
_camera = "camera" camcreate [0,0,0]
_camera cameraeffect ["internal", "back"]

that is how it starts, then with my camera angles etc here (which all work fine)

Code: [Select]
Player cameraEffect ["terminate","back"]
camDestroy _camera
end1=true;
Exit;

and the end, the trouble im having is that there is no black screen at the start with the title before fading into the scene, the scene just starts, and never ends, it just stays at the end of the scene until i force the exit

Offline The-Architect

  • Former Staff
  • ****
  • Bite my shiny metal...
    • Bob's Un-official Flashpoint Page
Re: camera.sqs help
« Reply #1 on: 11 Aug 2008, 03:31:31 »
Code: [Select]
cutText ["","black faded"]
~2
cutText ["","black in"]
_camera = "camera" camCreate [76099.41,-61064.97,-8251.50]
_camera cameraEffect ["internal","back"]
titlecut [" ","BLACK IN",5]

With the end1 condition, you need to have a trigger in the editor set to Type End # 1. In the condition field put your condition. In this case
Code: [Select]
end1. That means that when the script gets to "end1=true", it will activate the trigger and make the condition (end1) true. That will end your cutscene.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline danturn

  • Members
  • *
Re: camera.sqs help
« Reply #2 on: 12 Aug 2008, 22:45:38 »
Ahh i see, do the numbers after camcreate have the be those numbers, and what do they represent?

Offline Denz

  • Former Staff
  • ****
Re: camera.sqs help
« Reply #3 on: 13 Aug 2008, 00:36:50 »
those numbers represent the camera coordinates.
Yours will undoubtably be different depending on where you point the camera
I've got 'em right where I want 'em - surrounded from the inside!
Jerry "Mad Dog" Shriver, SOG Recon One-Zero
24/09/41 - 24/04/69

Offline danturn

  • Members
  • *
Re: camera.sqs help
« Reply #4 on: 14 Aug 2008, 01:59:43 »
AHh i see, thanks for the help, will try this, while I'm hear, is there a way to add static to the screen, as if someone was retuning or losing the tuning if u get me?

Offline schuler

  • Contributing Member
  • **
Re: camera.sqs help
« Reply #5 on: 14 Aug 2008, 04:05:34 »
hi danturn, I think you mean like TV effect,
this is a shaking screen effect, I havnt looked at it but it might work for you.
http://www.ofpec.com/ed_depot/index.php?action=details&id=370&page=0
cheers, schuler

ps, read up on your
Code: [Select]
this exec "camera.sqs"  in player init line for camera coordinates,
Semper Fi