Satellite shots ingame, spectator view? [Solved]
Moderator: Moderators
-
ForceMaster
- Lieutenant General

- Posts: 737
- Joined: Fri Aug 08, 2008 11:27 pm
- Projects :: Tron The Grid
- xbox live or psn: No gamertag set
- Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Satellite shots ingame, spectator view? [Solved]
Hi, friends!
Is possible add satellite shots like the background in the team selection screen but ingame when you are controling an unit?
I mean: you spawn, then get an objective, when you complete the objective, shown an satelite shot like spectator view, run a timer that change the camera view to the default unit view.
May be done via LUA or any other method? thanks!
Is possible add satellite shots like the background in the team selection screen but ingame when you are controling an unit?
I mean: you spawn, then get an objective, when you complete the objective, shown an satelite shot like spectator view, run a timer that change the camera view to the default unit view.
May be done via LUA or any other method? thanks!
Last edited by ForceMaster on Tue Feb 17, 2015 11:30 pm, edited 1 time in total.
-
razac920
- 2nd Lieutenant

- Posts: 365
- Joined: Sun Jan 16, 2011 12:42 am
Re: Satellite shots ingame, spectator view?
I imagine the best way to go about doing that is to force the player into some sort of turret that has the view you want, and then to kick him out and put him back where he was once the timer ends. Of course, the player could exit the turret earlier, so you might want to continually force the player into the turret until the timer ends.
-
hunpeter12
- Command Sergeant Major

- Posts: 260
- Joined: Mon Apr 18, 2011 2:53 pm
- Projects :: Underground City The Complex [WIP]
Re: Satellite shots ingame, spectator view?
You might want to ask Maveritchell about this. He used a 'cinematic' type of camera in his Bakura: Rogue Assault map.
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Satellite shots ingame, spectator view?
razac920 wrote:I imagine the best way to go about doing that is to force the player into some sort of turret that has the view you want, and then to kick him out and put him back where he was once the timer ends. Of course, the player could exit the turret earlier, so you might want to continually force the player into the turret until the timer ends.
The first quote is pretty much what I did, although I disabled the player entirely when he was in the turret.hunpeter12 wrote:You might want to ask Maveritchell about this. He used a 'cinematic' type of camera in his Bakura: Rogue Assault map.
-
ForceMaster
- Lieutenant General

- Posts: 737
- Joined: Fri Aug 08, 2008 11:27 pm
- Projects :: Tron The Grid
- xbox live or psn: No gamertag set
- Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Re: Satellite shots ingame, spectator view?
Thanks for answer guys.
I imagined a similar method to solve it but still not know how to make the player into the turret (and can not get out) and then have it appear in the same place. Can you post your lua from that map you worked?
I imagined a similar method to solve it but still not know how to make the player into the turret (and can not get out) and then have it appear in the same place. Can you post your lua from that map you worked?
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Satellite shots ingame, spectator view?
Use "EnterVehicle" to force someone into a turret (they count as vehicles in this sense). Use the property "PhysicsActive" to disable/enable players.
- [RDH]Zerted
- Gametoast Staff

- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
Re: Satellite shots ingame, spectator view?
There's also a MoveCameraToEntity function.
Thread about messing with the player's view: viewtopic.php?f=27&t=17171&start=20&hilit=CreateMatrix
Thread about messing with the player's view: viewtopic.php?f=27&t=17171&start=20&hilit=CreateMatrix
-
ForceMaster
- Lieutenant General

- Posts: 737
- Joined: Fri Aug 08, 2008 11:27 pm
- Projects :: Tron The Grid
- xbox live or psn: No gamertag set
- Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Re: Satellite shots ingame, spectator view?
I'm trying with "EnterVehicle" but not work, I ve place a turret (armedbuilding) in the layer and the code in the LUA like this:Maveritchell wrote:Use "EnterVehicle" to force someone into a turret (they count as vehicles in this sense)
Code: Select all
Objective1.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
EnterVehicle(player, "my_turret_name")
endCode: Select all
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(3204)
EntityVehicle(): entity is not an EntityFlyer|Hover|Walker!Thanks Zerted, I can use it without cother codes? I mean, only put some like this in my lua?:[RDH]Zerted wrote:There's also a MoveCameraToEntity function
Code: Select all
MoveCameraToEntity("my_turret_name")- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Satellite shots ingame, spectator view?
Hey, I'm an idiot; sorry. ExitVehicle works with turrets, EnterVehicle doesn't. Instead of turrets, just make a dummy flyer. They sit anywhere you place them because their physics aren't active until someone takes off, and this is what I actually used in Rebel Ops 2 and 3 (I actually checked my references this time - promise!).
-
ForceMaster
- Lieutenant General

- Posts: 737
- Joined: Fri Aug 08, 2008 11:27 pm
- Projects :: Tron The Grid
- xbox live or psn: No gamertag set
- Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Re: Satellite shots ingame, spectator view?
Do not worry, it's just a little forgotten. Ok, just to be safe, I just need to put a flyer in the map (like a prop or building, Placed in ZE) and then place the code in the lua with the name of the flyer that I' ve placed in ZE or should I make it through the vehicle spawner?
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Satellite shots ingame, spectator view?
You're placing the flyer directly into the world, just like a prop or building.
- [RDH]Zerted
- Gametoast Staff

- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
Re: Satellite shots ingame, spectator view?
I don't know, I've never used it. But that looks ok. SWBF2 uses it when you click on a planet in a campaign:ForceMaster wrote:I can use it without cother codes?...Code: Select all
MoveCameraToEntity("my_turret_name")
Code: Select all
MoveCameraToEntity(ifs_campaign_main.planetSelected .. "_camera")
MoveCameraToEntity(ifs_freeform_main.planetSelected .. "_camera")
MoveCameraToEntity(planet)
MoveCameraToEntity(selected .. "_camera")-
ForceMaster
- Lieutenant General

- Posts: 737
- Joined: Fri Aug 08, 2008 11:27 pm
- Projects :: Tron The Grid
- xbox live or psn: No gamertag set
- Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Re: Satellite shots ingame, spectator view?
Thanks to all! The Mav's method works very good, I've placed an "camera" vehicle (flyer) with the item_pointer.msh mesh and the proper command in the .lua with OnEnterRegion function.
Thanks Mav! thanks Zerted! 
Code: Select all
ActivateRegion("region_camera")
camunofunction = OnEnterRegion(
function(region, player)
if IsCharacterInRegion(player, "region_camera") then
EnterVehicle(player, "camera1")
SetProperty("camera1", "PhysicsActive", 0)
end
end,
"region_camera"
)