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The Hebrew Hammer

Camera panning without following a unit

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So I'm pretty new to the entire intro making business and I can't quite figure some things out. I can set up my camera and destroy it but I can't figure out how to pan.

I've got two points, the first one is the starting position, the second is where I want the pan to end. What do I put in between these two lines of code to make it do so?

My code:

titlecut [" ","BLACK IN",1]
_camera = "camera" camcreate [0,0,0]
_camera cameraeffect ["internal", "back"]

;comment "22:14:15";
_camera camPrepareTarget [81667.30,63270.59,-2440.22];
_camera camPreparePos [1758.32,3218.29,72.96];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 0

;comment "22:15:20";
_camera camPrepareTarget [-25275.57,97358.91,-19568.44];
_camera camPreparePos [1857.04,3221.47,103.39];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 15

_camera cameraeffect ["terminate","back"]
camdestroy _camera
end1=true;

Also a side note when I mess around with it, it just plays the first scene, then cuts to the player and his head moves around a bit. Is there some sort of trick or command that will force the camera to pan?

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Yeah, I have it set so it should take 15 seconds to complete the pan, the only other thing I have in the editor is the player with this exec "scene.sqs"

From looking at that link, do I just change all of the "prepares" to "set"?

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titlecut [" ","BLACK IN",1];

_camera = "camera" camcreate [0,0,0];

_camera cameraeffect ["internal", "back"];

//Type your scene comment here

_camera camPrepareTarget [81667.30,63270.59,-2440.22];

_camera camPreparePos [1758.32,3218.29,72.96];

_camera camPrepareFOV 0.700;

_camera camCommitPrepared 0;

waitUntil {camCommitted _camera};

sleep 2;

//Type your scene comment here

_camera camPrepareTarget [-25275.57,97358.91,-19568.44];

_camera camPreparePos [1857.04,3221.47,103.39];

_camera camPrepareFOV 0.700;

_camera camCommitPrepared 15;

waitUntil {camCommitted _camera};

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

camdestroy _camera;

end1=true;

That should work now.

waitUntil {camCommitted _camera}; <--- Now that's in the code blocks for your camera shots, it will now do what come before the command.

Your opening shot had no delay time added in, like no given time for the camera to show what it was looking at, so the sleep 2; will add a pause of 2 seconds, then pan round onto the next shot.

Save that as scene.sqf now, and take notice of all the lines ending in the ; as sqf is the newer mode of scripting, and every line needs to end with a ;

Edited by Koni

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_camera camCommitPrepared 10

@camCommitted _camera

that works aswell

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