camera

camera

Re: camera Posted by blu_chze on Wed Sep 10th 2003 at 6:27am
blu_chze
112 posts
Posted 2003-09-10 6:27am
blu_chze
member
112 posts 61 snarkmarks Registered: Sep 2nd 2003 Occupation: Student Location: Perth, West Australia
i know how to make a camera - use a button and see what it sees, get it to target an invisible train so it has a set path to look along etc etc..... but what i want to know is : can the camera itself move or appear to move? example pans from one side of the room to another, 'swoops in from above'  or even act as a chase cam behind a player/security gaurd/train for scripted sequence etc etc

 think its used in the opening sequence of Redemption.

its gettin on me nerves :leper: so anyhelp would be appreciated :smile:
Re: camera Posted by Cash Car Star on Wed Sep 10th 2003 at 6:47am
Cash Car Star
1260 posts
Posted 2003-09-10 6:47am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
The trigger_camera can be manipulated along path_corners the same way as a func_train. Set the first path_corner by putting it's targetname in the moveto field. There's also a flag, follow player. This makes it point at the player. I believe you can pair this with a moving camera for quite possibly some neato effects.
Re: camera Posted by warlord on Thu Sep 11th 2003 at 2:49am
warlord
166 posts
Posted 2003-09-11 2:49am
warlord
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166 posts 247 snarkmarks Registered: Sep 11th 2003 Occupation: ill show ye Location: americas
technically you cannot make a camera follow from behind a player but you can have it point to one  and to make it follow a path just set up some path corners and link them up and have the camera follow them

what i did was i made two paths of corners one path had the train and the other path had the camera  but it diddnt work too properly after using it multiple times within the same round  (cs)
Re: camera Posted by Cash Car Star on Thu Sep 11th 2003 at 3:38am
Cash Car Star
1260 posts
Posted 2003-09-11 3:38am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Did you allow time for the train and camera to reset before letting the button get pressed again? Did you set the initial path corner to be "wait for trigger"? TBH, I would only use a moving trigger_camera for SP stuff, in CS it would kinda ruin the stationary security camera effect. Panning can look good in CS, but nothing too fancy.
Re: camera Posted by blu_chze on Fri Sep 12th 2003 at 12:53am
blu_chze
112 posts
Posted 2003-09-12 12:53am
blu_chze
member
112 posts 61 snarkmarks Registered: Sep 2nd 2003 Occupation: Student Location: Perth, West Australia
Cash Car Star said:
I would only use a moving trigger_camera for SP stuff, in CS it would kinda ruin the stationary security camera effect. Panning can look good in CS, but nothing too fancy.
yeah i had planned to get going in a SP map.. people would complain about been shot while in CS spying on someone else... i know I have!

thanks for the path__coner ideas should be able to get it to work :smile:
Re: camera Posted by Sinner_D on Fri Sep 12th 2003 at 1:33am
Sinner_D
376 posts
Posted 2003-09-12 1:33am
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
CS has enough wallhackers as it is...we dont need player following cameras now too...lol