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Camera Cutscenes
Posted: Tue Jan 04, 2011 2:01 pm
by wishihadaname
I don't know whether or not this is actually feasible but it seemed like a good enough idea to be worth looking into. I know that when an officer activates a recon droid, the camera detaches from the playaer and follows the little recon droid. This means that the camera can be detached from the player and made to follow an object, what I was wondering was whether or not it was possible to detach the camera from the player and have it follow a path through mission scripting. I was thinking something along the lines of having a player move to a certain loation as an objective and then have the next objective be a "wait around" sort of objective during which the camera is detached from the player and goes for a little spin of the map to help the player get a better layout of the playing field. Originally this objective was going to involve you looking through a sniper scope at enemy locations but that didn't seem as cool as having the camera zoom off for a little cutscene with maybe some VO in the backgroudn to explain what your are seeing.
Re: Camera Cutscenes
Posted: Tue Jan 04, 2011 6:04 pm
by bobfinkl
To answer your first question, yes it is possible (as demonstrated in Mav's Rebel Ops missions). However, how to do so is beyond me I would assume though it would involve force entering the player into a animated turret having that turret fly around to where you want the player to see, I have yet to get the ForceEnterVehicle code working.
Re: Camera Cutscenes
Posted: Sat Jan 08, 2011 8:28 am
by Marth8880
I think the recon droid is spawned as a vehicle because space turret chairs do the same thing with the camera.
I'm tired, bye.
Re: Camera Cutscenes
Posted: Sat Jan 08, 2011 10:55 am
by Fiodis
I think recon droids and space turret chairs work in two different ways. While we're talking about camera viewpoints, I'll chip in that there are a few LUA lines that seem to pertain to this:
Code: Select all
(Taken from http://www.secretsociety.com/forum/downloads/BF2Docs/LUA_Callback_Reference.txt)
SetCameraRotation(lua_State* aState);
SetCameraPosition(lua_State* aState);
MoveCameraToEntity(lua_State* aState);
As far as I know no one's gotten them working, however, though I could be wrong. I remember a while back, I believe it was Skyhammer was working on some sort of mod that dealt a lot with camera viewpoints and lua tricks. This link ought to take you to the second page of that topic, which deals more with moving the camera:
link.
Re: Camera Cutscenes
Posted: Sat Jan 08, 2011 11:02 am
by Eggman
bobfinkl wrote:I would assume though it would involve force entering the player into a animated turret having that turret fly around to where you want the player to see
That's exactly what Mav did. The player was cycled through several stationary, unarmed turrets that acted as camera points while watching an animated event. Of course, the turrets could also be animated, allowing the camera to move around as well.