Davide Terenzi 1 Posted September 18, 2023 Hello everyone, I made a little script to simulate a missile POV while in flight for a cutscene. Basically i move an invisible target via keyframe animation to have a smooth trajectory, while a script creates the camera that follows the invisible target with a while cycle, and it works perfectly. Now, i would like to add a shakyness effect in the moments right after launch for more realism, however when i try to add the addCamShake command in the launch keyframe my custom camera doesn't shake at all. The player camera shakes just fine, so the command is working, but not on the camera i want it to. I think it has something to do with the addCamShake not taking the camera variable name, like other camera manipulation commands (camSetTarget, camSetPos etc.), however i'm also using the setCamUseTi command and it works fine. Is there any way to add shake to a custom camera? Thanks 1 Share this post Link to post Share on other sites
pierremgi 4889 Posted September 18, 2023 Welcome on forum. No, addCamShake is local to player and works on current screen. You just need to decide when it begins and lasts. Share this post Link to post Share on other sites
Joshua9797 38 Posted September 22, 2023 I have the same problem. If I find the time, I'll quickly build a small scenario today to better demonstrate the problem. Share this post Link to post Share on other sites
Joshua9797 38 Posted September 22, 2023 OK, so here's a simple attempt that unfortunately doesn't work. The map is the VR map. I placed a player and nothing else. I created 2 scripts inside the mission folder: initServer.sqf cutscene.sqf initServer.sqf: _building = "Land_i_House_Small_01_V2_F" createVehicle [7439,2928,0]; sleep 1; "cutscene.sqf" remoteExec ["execVM",0]; sleep 4; _bomb = "Bo_GBU12_LGB" createVehicle [7439,2928,0]; _bomb setDamage 1; enableCamShake true; addCamShake [20, 4, 25]; cutscene.sqf: _camera = "camera" camcreate [7453,2905,2]; _camera cameraEffect ["internal", "back"]; _camera camPrepareTarget [7439,2928,0]; _camera camPreparePos [7453,2905,2]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; sleep 0; _camera camPrepareTarget [7439,2928,0]; _camera camPreparePos [7430,2905,2]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10; waitUntil{camCommitted _camera}; Player cameraEffect ["terminate","back"]; camDestroy _camera; If addCamShake actually works with a camera created with camcreate then I would expect the camera to start shaking immediately after the explosion. Share this post Link to post Share on other sites
Joshua9797 38 Posted September 22, 2023 I would like to add that although I tested the scenario in singleplayer and therefore a remoteExec should not make any difference, the following execution of addCamShake does not work either: //old: enableCamShake true; addCamShake [20, 4, 25]; //replaced by: [true] remoteExec ["enableCamShake"]; [[20, 4, 25]] remoteExec ["addCamShake"]; 1 Share this post Link to post Share on other sites
LittleAndy 5 Posted October 9, 2023 bumping, i've always been curious in my cutscene scripts how to implement camshake since it seems to never work. only on the player's camera, not the custom camera created. didn't really bother to research much but hopefully someone finds a solution Share this post Link to post Share on other sites