Albert Schweitzer 10 Posted March 9, 2007 I want this loop to end after 10 seconds, then the camera should move to a different position, can you add an example line please (this would be easier for me then explaining it with lots of "X stands for" and "y represents"). Quote[/b] ]titlecut ["","Black in",10] _camera = "camera" camcreate [0,0,0] startcount=true setacctime 0.5 _delay = _time + 10.0 #loop _camera cameraeffect ["internal", "back"] _camera camsettarget plane1 _camera camPrepareFOV 1.384 _camera camsetrelpos [0,5,-0.5] _camera camcommit 0 ? (endplaneview) : goto "nextstep" (<--- what the hell is this?) how does it work?) goto "loop" Thanks, much appreciated. And dont be suprised that a member with 6000 posts doesnt know these basics. Â Share this post Link to post Share on other sites
tophe 69 Posted March 9, 2007 I'm just aiming from the hip here... But shouldn't it work to change the _camera camcommit 0 to _camera camcommit 10 and remove the loop. Try it. I'm no good at this but would try it... Share this post Link to post Share on other sites
Guest Posted March 9, 2007 Maybe this is useless, thought u were asking for a loop script example, re-read your post, and it seems this may not be what your looking for, either way, if this helps or not, heres a simple loop example using a 1 second delay, sorry for the misunderstanding _LoopTimeout = 0 #beginLoop ~1 _LoopTimeout = (_LoopTimeout + 1) ;some bunch of script this loop performs player sidechat format ["loop time equals %1",_LoopTimeout] ?_LoopTimeout > 9:goto "NextArea" goto "beginLoop" #NextArea player sidechat "10 seconds has passed, moved to next area" Exit Share this post Link to post Share on other sites
Albert Schweitzer 10 Posted March 9, 2007 looks usable Quote[/b] ]titlecut ["","Black in",10] _camera = "camera" camcreate [0,0,0] startcount=true setacctime 0.5 _delay = _time + 10.0 #loop _camera cameraeffect ["internal", "back"] _camera camsettarget plane1 _camera camPrepareFOV 1.384 _camera camsetrelpos [0,5,-0.5] _camera camcommit 0 ?_LoopTimeout > 9:goto "NextArea" goto "loop" ;=== 23:32:46 #NextArea _camera camPrepareTarget [-88709.64,-4921.25,48.76] _camera camPreparePos [10694.68,5977.43,1.97] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera does that look like a usuable script? The loop doesnt end though! Thanks to both of you! Share this post Link to post Share on other sites
killswitch 19 Posted March 9, 2007 Trimming off some of the unused variables, one might end up with something like the following. It's thoroughly untested and written late in the evening, so... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">titleCut ["","BLACK IN",10] _camera = "Camera" camCreate [0,0,0] _accelFactor = 0.5 setAccTime _accelFactor ; This will keep the loop going until ~10 "wall clock" seconds have passed _delayUntil = _time + 10.0*_accelFactor #loop ~0.01 _camera cameraEffect ["INTERNAL", "BACK"] _camera camSetTarget plane1 _camera camPrepareFOV 1.384 _camera camSetRelPos [0,5,-0.5] _camera camCommit 0 ?_time < _delayUntil: goto "loop" ; Do whatever comes next... Hope it helps! Share this post Link to post Share on other sites
Albert Schweitzer 10 Posted March 9, 2007 titlecut ["","Black in",10] _camera = "camera" camcreate [0,0,0] startcount=true setacctime 0.5 _LoopTimeout = 0 #beginLoop ~0.001 _LoopTimeout = (_LoopTimeout + 1) _camera cameraeffect ["internal", "back"] _camera camsettarget plane1 _camera camPrepareFOV 1.384 _camera camsetrelpos [0,5,-0.5] _camera camcommit 0 player sidechat format ["loop time equals %1",_LoopTimeout] ?_LoopTimeout > 100:goto "NextArea" goto "beginLoop" #NextArea _camera camPrepareTarget [-88709.64,-4921.25,48.76] _camera camPreparePos [10694.68,5977.43,1.97] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera This works!!! Just need to disable radio Share this post Link to post Share on other sites
Albert Schweitzer 10 Posted March 9, 2007 Quote[/b] ]titlecut ["","Black in",10] _camera = "camera" camcreate [0,0,0] _accelFactor = 0.5 setAccTime _accelFactor ; This will keep the loop going until ~10 "wall clock" seconds have passed _delayUntil = _time + 10.0*_accelFactor #loop ~0.01 _camera cameraEffect ["INTERNAL", "BACK"] _camera camSetTarget plane1 _camera camPrepareFOV 1.384 _camera camSetRelPos [0,5,-0.5] _camera camCommit 0 ?_time < _delayUntil: goto "loop" ; Do whatever comes next... #NextArea _camera camPrepareTarget [-88709.64,-4921.25,48.76] _camera camPreparePos [10694.68,5977.43,1.97] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera And this works too! Great job both of you! If I only knew what this stands for. _accelFactor = 0.5 Share this post Link to post Share on other sites
Balschoiw 0 Posted March 9, 2007 Quote[/b] ]_accelFactor = 0.5 Variable for Quote[/b] ]setAccTime _accelFactor 0.5 means that your scene is played in slow motion, half of the regular playback speed. Share this post Link to post Share on other sites
killswitch 19 Posted March 10, 2007 If I only knew what this stands for._accelFactor = 0.5 I introduced that variable as a matter of convenience. Here's the relevant code part again: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_accelFactor = 0.5 setAccTime _accelFactor ; This will keep the loop going until ~10 "wall clock" seconds have passed _delayUntil = _time + 10.0*_accelFactorOne could also write this as <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">setAccTime = 0.5 ; This will keep the loop going until ~10 "wall clock" seconds have passed _delayUntil = _time + 10*0.5or even <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">setAccTime = 0.5 ; This will keep the loop going until ~10 "wall clock" seconds have passed _delayUntil = _time + 5All three will get you the same result. Using the variable lets you try out different time acceleration factors by only changing the _accelFactor value. The _delayUntil time is then calculated automatically. Share this post Link to post Share on other sites
Albert Schweitzer 10 Posted March 10, 2007 perfect, the mission seems to work now. And I fully understood your explanations. Share this post Link to post Share on other sites