Gunter Severloh 4063 Posted November 3 RYD_Projectile_Spectator Script by Rydygier & Gunter Severloh Description This is a script that will attach a camera to any ballistic projectile be it a bullet, bomb, missile, rocket, grenade, or tank shell. The camera's function will enable you to slow the time acceleration up or down, zoom in or out, and change the angle and view of the camera of the projectile while its flying. Essentially a souped up bullet, bomb, or missile cam! Download the script https://drive.google.com/file/d/14jfvMQ7iRJoxg_sF7RRvvq8Gzxmm-0By/view?usp=sharing Features Give the function of the projectile camera to any player/vehicle defined in the script that has a weapon. Activate/deactivate the camera through the action menu at anytime. Slow the speed of the camera as it follows the projectile to its target, and speed it back up to normal real time. Zoom in or out from the projectile to get a closer or further view while its in flight. Upon impact of the projectile, the camera will automatically zoom out a little for 5 seconds showing the devastation of the impact. Cancel the camera at anytime while the camera is following the projectile in flight and return to normal view. An added smoke tracer effect to the "BulletCore" projectiles will show where the projectile is mid flight once you slow the camera acceleration down. Player can use mouse wheel to change smoothly the distance between the camera and the projectile. Player will get an on screen small info about current distance or time acceleration - the time of fading in and displaying of this info is affected by the time acceleration. Any AI that you teamswitched to that has the camera enabled you will see the camera for whatever they shot. Camera Controls The camera can be controlled through key press during the projectile's flight. Move your mouse while holding left control will allow you to change the angle of the camera. Mouse wheel while shift is held will change the time acceleration by step of 0.05 from the minimum of 0.01 to the maximum of 1. Scroll Mouse wheel with or without shift pressed to change time acceleration or the camera distance. Terminate the camera while the projectile is mid flight at any time with the space bar. Script Usage The last line of the script is this line: [player,v1,v2,v3] call RYD_PRC_Run; Here you define after player, the names of each vehicle that will have the projectile camera function, separate each name with a , (comma). v1,v2,v3 are just example names, you can use your own names. Credits Rydygier wrote the script. Both Gunter's and Rydygier's ideas. 4 1 Share this post Link to post Share on other sites
Gunter Severloh 4063 Posted November 6 Update Before i show what Rydygier listed and gave details on what he did with the update, i want to point out that when using the MLRS the missiles were to fast for the camera to catch, and you would lose the missile about 3/4 through its flight when you were looking at it. This has now been fixed and its amazing to watch! From Rydygier the following was done in the update: Quote Technically changed: No more "attachTo" gluing the camera to the projectile. Instead I spawn a trigger object and each frame update trigger's position to be same, as projectile position. Then I update camera's relative position to that trigger (acting like an anchor for the camera). This way camera's relative position is unaffected by projectile's pitch/roll/bank/whatever changes, as for the "anchor" trigger those doesn't change, only the position. Also now sub-munitions that replace projectile with another one, like in MRLS case are handled, so the camera will pick up the new projectile and follow it properly. Therefore practical changes: - the camera doesn't roll along with the projectile anymore, so for example you can observe properly a hand grenade flight; - user should be able to observe properly all the trajectory of the MRLS rockets and other ammo with sub-munitions. Also adjusted script name, previous looks kinda wip/technical. Steerable missile still affected by mouse movements, I suppose (not tested). Also note, if you decelerate time while observing a grenade, you may notice, it doesn't behave same, as other projectiles, for grenades movement isn't fluid, but via gradual "hops". It was the same previously too. Probably native behavior of this type of objects in slo-mo. Maybe same for units/vehicles on the move? Anyways, minor thing, just FYI. Share this post Link to post Share on other sites
HiddenHuntsman 2 Posted Friday at 02:31 AM Thank you, very easy to use and I am really enjoying this script. I made some small changes for multiplayer and a module to add it to any vehicle on the fly. I'd like to include this is in a larger add-on I am working on. May I have your permission to include your work with proper credit to the authors listed? 2 Share this post Link to post Share on other sites
Rydygier 1316 Posted Friday at 06:34 AM As for me - sure, you have my permisson. Good luck. 🙂 1 1 Share this post Link to post Share on other sites