Zipper5 74 Posted July 3, 2010 I've got a scenario where having an intensive camera shake would add a lot to the immersion of a specific event, but it doesn't happen automatically unfortunately. Therefore I'm wondering if the camera shake is possible to be controlled by scripts? I'm guessing it'd be used via ppEffects, but how does it work in particular? :confused: Share this post Link to post Share on other sites
Jelliz 10 Posted July 3, 2010 something like this? addCamShake [5, 1, 25]; Didnt test, found it in the pathfinder campaign mission. (when the c130 gets hit) Whole script: if !(isMultiplayer) then{ addCamShake [5, 1, 25]; _curAccTime = accTime; "colorCorrections" ppEffectAdjust [1, 1.2, -0.005, [0.1, 0.5, 0.9, -0.05], [1, 0.95, 0.9, 1], [0, 0, 0, 0]]; "colorCorrections" ppEffectCommit 0.5; "colorCorrections" ppEffectEnable true; "radialBlur" ppEffectAdjust [0.005,0.005,0,0]; "radialBlur" ppEffectCommit 0.5; "radialBlur" ppEffectEnable true; setAccTime 1; while {accTime > 0.75} do { setAccTime (accTime - 0.01); sleep 0.01; }; setAccTime 0.75; "colorCorrections" ppEffectAdjust [1, 0.9, -0.005, [0.9, 0.7, 0.5, -0.02], [1, 0.95, 0.9, 1], [0, 0, 0, 0]]; "colorCorrections" ppEffectCommit 3; "colorCorrections" ppEffectEnable true; "radialBlur" ppEffectAdjust [0.0,0.0,0,0]; "radialBlur" ppEffectCommit 2; "radialBlur" ppEffectEnable true; sleep 1; setAccTime 0.75; while {accTime < 1} do { setAccTime (accTime + 0.01); sleep 0.01; }; setAccTime 1; } else { addCamShake [5, 1, 25]; "colorCorrections" ppEffectAdjust [1, 1.2, -0.005, [0.1, 0.5, 0.9, -0.05], [1, 0.95, 0.9, 1], [0, 0, 0, 0]]; "colorCorrections" ppEffectCommit 0.5; "colorCorrections" ppEffectEnable true; "radialBlur" ppEffectAdjust [0.005,0.005,0,0]; "radialBlur" ppEffectCommit 0.5; "radialBlur" ppEffectEnable true; sleep 0.5; "colorCorrections" ppEffectAdjust [1, 0.9, -0.005, [0.9, 0.7, 0.5, -0.02], [1, 0.95, 0.9, 1], [0, 0, 0, 0]]; "colorCorrections" ppEffectCommit 3; "colorCorrections" ppEffectEnable true; "radialBlur" ppEffectAdjust [0.0,0.0,0,0]; "radialBlur" ppEffectCommit 2; "radialBlur" ppEffectEnable true; }; Share this post Link to post Share on other sites
Zipper5 74 Posted July 3, 2010 Yup, that's it. It works great. Thanks Jelliz. :D Share this post Link to post Share on other sites
snkman 351 Posted September 16, 2010 Thanks exactly what i was after. ;) Share this post Link to post Share on other sites
mugaben 10 Posted November 17, 2010 What does [5,1,25] do? Any ideas how I can add this to 6 specific players (in a plane), while another group (on the ground) doesnt recieve this? Share this post Link to post Share on other sites
mchide 0 Posted November 17, 2010 dont start in on global scale, use it localy Share this post Link to post Share on other sites
CarlGustaffa 4 Posted November 18, 2010 [strenght, Duration, Frequency] I think (from memory, too lazy to look up atm :p) Strenght : How violent the shake is. Duration : How long it lasts. Frequency: How fast it shakes. Share this post Link to post Share on other sites
mugaben 10 Posted November 18, 2010 Thanks. @Mchide I have no idea how Share this post Link to post Share on other sites
mchide 0 Posted November 18, 2010 (edited) For SP mission if !(isMultiplayer) then{addCamShake [5, 1, 25];}; Or local PC and not on server if !(isServer) then{addCamShake [5, 1, 25];}; all this you can use in trigger. Or you can make SQF file Edited November 18, 2010 by mchide Share this post Link to post Share on other sites
weedman 10 Posted January 9, 2011 sorry to dig up such an old thread but i am having big problems with this, exactly where is the code "jelliz" posted supposed to go to give this effect?, is the any guide on how to implement it properly? Share this post Link to post Share on other sites
Graugger 1 Posted January 29, 2013 i'm trying to shake the cameras of people in the radius of a certain object while leaving everyone outside the radius untouched. How do I implement camera shake properly? Share this post Link to post Share on other sites