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Markov

Missle camera?

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I think the ability to watch hellfire and tank shells fly towards the target would be cool. It would also make the limited 1km viewdistance (as infantry) seem less .. er bad. But really the point is having the ability to watch a supersonic missle or cannon round hurtle towards its destination in game, but clicking scope twice or whatever.

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You know what made me think of this: Sound.

Satchels sound mod added a clear whizz-laser sound to shells zooming past, and I thought if there is a sound attached to that, the same as all other ballistic and missle entities, why can't the good BiS team add a camera as well?

And it would only require a higher end system if the user set the viewdistance to more than his or her current system could handle! If you can handle 4000m and you camera track a tank shell to a target at 3500m you wont get any slow down, for example.

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I agree, it would be nice to see your missile slamming into a tank, especially if you watched it on one of the CRT monitors in your cockpit - see the shocked look of the tank commander moments before he's turned into man soup.

I'm sure someone could come up with some sort of script that could allow you to follow the missile to its target - this would show us if it's realistic enough to implement properly.

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i would have thought that because these missiles are fired over an extremely short range that there wouldnt be enough time to goto a camera view etc to watch it, i think that works ok on combat flight simms etc but thats because you have a decent length of time for a missile etc to strike its target from the point of firing it

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Time is a problem. But 3 seconds or more is usual for a 2km + target.

It is a worthwhile addition regardless of the time length or quality of vision used in the function.

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Think of the sniper missions. You work for many minutes getting to your position. Then when the time comes to take out the target officer, you fire, immediately the bullet has a camera on it's tip, the splatter of blood strike your attention and the fall of the officer is a now sucessful memory!

Sniping is a more "movie like" application for this feature, but once added/scripted, it's excellent for real or unreal usage.

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I don't think that sniper bullet camera is a good addition!

Reminds me too much of Max Payne!

And as you know MAx Payne is dead!!!

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Yeah, bullet cam in Max Payne was a payne in the ass. Too distracting.

Besides, OFP's tank shells has a muzzle velocity of 1500 kmh.

Try scripting a cam to go just 100 kmh and you'll see a choppy nightmare!

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Guest

The answer to that is to use a slower timescale. Actually making missile/bullet cams is quite simple by scripting.

I don't think we should have it by default, but it is quite simple to make. Here is one simple script that does it (not mine)

;missilecam.sqs example write in the init field:

; [player,"LAWLauncher",[0,-10,0],1200,2, 0.25] exec "missilecam.sqs"

_unit = _this select 0

;Type of missile that will be launched

_weapon = _this select 1

;How far behind the camera will follow

_behind = _this select 2

;How far from the launcher the camera will stay with the missile

_distance = _this select 3

;How long to wait after the missile has exploded

_seconds = _this select 4

; Set the time acceleration

_bulletyme = _this select 5

#begin

;Wait until the unit launches the right kind of missile

_ammocount = _unit ammo _weapon

@ _ammocount != _unit ammo _weapon

;[_unit,_weapon,_behind,_distance,_seconds, _bulletyme] exec "missilecamera.sqs"

_pos = getPos _unit

_unit setPos [0,0,0]

_missile = nearestObject _pos

_unit setPos _pos

~.1

;Check that the missile is actually flying

? speed _missile < 1: exit

_cam = "camera" camCreate[1,1,1]

_cam cameraEffect ["internal","top"]

_cam camSetTarget _missile

_i = 0

_cam2 = _cam

#loop

_i = _i+0.5

setAccTime _bulletyme

_cam camSetRelPos [_behind select 0,_behind select 1,_behind select 2]

_cam camCommit 0

_dist = _missile distance _unit

~0.01

? ((getPos _missile select 2) > 0.5) && (_dist < _distance): goto "loop"

? _dist > _distance: goto "End"

#End

setAccTime 1.0

;Wait for a few seconds in order to see all the cool effects

~_seconds

_cam cameraEffect["terminate","back"]

camDestroy _cam

?(_ammocount>=0):goto "begin"

;exit

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ April 20 2002,20:44)</td></tr><tr><td id="QUOTE">The answer to that is to use a slower timescale. Actually making missile/bullet cams is quite simple by scripting.

I don't think we should have it by default, but it is quite simple to make. Here is one simple script that does it (not mine)

;missilecam.sqs example write in the init field:

; [player,"LAWLauncher",[0,-10,0],1200,2, 0.25] exec "missilecam.sqs"

_unit = _this select 0

;Type of missile that will be launched

_weapon = _this select 1

;How far behind the camera will follow

_behind = _this select 2

;How far from the launcher the camera will stay with the missile

_distance = _this select 3

;How long to wait after the missile has exploded

_seconds = _this select 4

; Set the time acceleration

_bulletyme = _this select 5

#begin

;Wait until the unit launches the right kind of missile

_ammocount = _unit ammo _weapon

@ _ammocount != _unit ammo _weapon

;[_unit,_weapon,_behind,_distance,_seconds, _bulletyme] exec "missilecamera.sqs"

_pos = getPos _unit

_unit setPos [0,0,0]

_missile = nearestObject _pos

_unit setPos _pos

~.1

;Check that the missile is actually flying

? speed _missile < 1: exit

_cam = "camera" camCreate[1,1,1]

_cam cameraEffect ["internal","top"]

_cam camSetTarget _missile

_i = 0

_cam2 = _cam

#loop

_i = _i+0.5

setAccTime _bulletyme

_cam camSetRelPos [_behind select 0,_behind select 1,_behind select 2]

_cam camCommit 0

_dist = _missile distance _unit

~0.01

? ((getPos _missile select 2) > 0.5) && (_dist < _distance): goto "loop"

? _dist > _distance: goto "End"

#End

setAccTime 1.0

;Wait for a few seconds in order to see all the cool effects

~_seconds

_cam cameraEffect["terminate","back"]

camDestroy _cam

?(_ammocount>=0):goto "begin"

;exit<span id='postcolor'>

I think we should just leace this to the experts at kodak. biggrin.gif

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