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nullrick

Setting a unit as a pivoting camera?

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Here's hoping to a better alternative to the following script for setting a unit as a camera to record a flight path made with unitCapture;

camera attachTo [heli1, [-1.5, -.5, -2.5] ];

camera setDir 5

While this does allow me to use a unit as a camera, it doesn't allow me to look around freely, thus the "setDir" script to set the azimuth.

I use this because;

-Spectator camera doesn't stay within a close proximity to the camera's target. You have to keep moving the mouse to stay close to the target.

-Splendid Camera doesn't lock on to target.

Other problems are the camera's target being jittery and stuttering while being followed by the camera unit. I think this might have something to do with the unitCapture script.

Edited by Nullrick

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Yeah, sorry about the first explanation. Revised it a bit.

Here's the mission file.

https://www.mediafire.com/?0s22jdt9e4qrqnu

Radio 0-0-1 to start recorded flight path.

----

As for your new code, it doesn't seem to work. I put it in the init field and started the preview but I just ended up spawning on the ground. Most likely it's something I'm missing.

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https://www.dropbox.com/sh/umohsp005ot4ruq/AABiPhoR9oYI0bxeW97zrogva?dl=0

Give it a DL and see if that meets your requirements.*

Instead of attaching a character (or a camera, which I did attempt as you can see from commented code.)

I created a camera, with the helicopter as the target and then moved it along behind the helicopter as the movement plays.

I used camCommit <time>; to smooth it out. Try changing the time (currently 0.5) to experiment with the smoothness/closeness to the helicopter you want. Theres still a bit of sharp movement, but that can't be avoided with unitPlay. Higher framerate on the recording will help that smooth out.

Radio Bravo will activate the camera.

* actually, just insert this code in path.sqf:


vkam = "camera" camCreate [0,0,0];
			vkam setDir -2;
		vkam camSetTarget helo1;
		vkam camSetRelPos [-2, -5, -2];
		vkam camCommit 0;

		cameraEffectEnableHUD false;
		vkam cameraEffect ["INTERNAL", "BACK"];


_firingdata = [] ; 

_sequence = [helo1, _movementdata] spawn BIS_fnc_UnitPlay;
[] spawn {
while {true} do {
		vkam camSetRelPos [-2, -5, -2];
		vkam camCommit 0.5;
};
		};

[helo1, _firingdata] spawn BIS_fnc_UnitPlayFiring;
waitUntil {scriptDone _sequence};

Edited by TKTom

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