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#31 Posted at 2009-05-21 05:22        
     
Ok that doesnt make any sense what do i need to do to get the camera to follow a target? my camera spawns over water in the middle of no where


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Dogz  



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#32 Posted at 2009-05-21 06:51        
     
search handy tools, too tired to do it for you

All pity choked with custom of fell deeds: And Caesar's spirit, ranging for revenge, With Ate by his side come hot from hell,
Shall in these confines with a monarch's voice Cry 'Havoc,' and let slip the dogs of war; That this foul deed shall smell above the earth With carrion men, groaning for burial.

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#33 Posted at 2009-05-24 02:50        
     
lol i am not asking for you to do it for me i am asking why my camera spawns in the water.

[modedit]No need to use those words.[/modedit]

This post was edited by Big (2009-05-24 14:41, ago)


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Dogz  



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#34 Posted at 2009-05-24 05:14        
     
make a soldier in the editor

player exec "camera.sqs"

Thats it nothing else right in the center of the map, nothing bad should happen

All pity choked with custom of fell deeds: And Caesar's spirit, ranging for revenge, With Ate by his side come hot from hell,
Shall in these confines with a monarch's voice Cry 'Havoc,' and let slip the dogs of war; That this foul deed shall smell above the earth With carrion men, groaning for burial.

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#35 Posted at 2012-08-23 13:44        
     
Hi all, sorry to dig up a long dead post but I couldn't help but think if I could adapt what Foxhound said about Armed Aussault...

# Foxhound : The below I have directly copied from the BI forums and was posted by KyleSarnik
Now for the camera to follow the rocket fired:
First in the init of the chopper ad the follwoing
unit addeventhandler ["fired",{_this execVM "cam.sqf"}]

Now
_projectile = nearestobject [_this select 0,_this select 4];
_list = ["R_M136_AT","M_Javelin_AT","M_Stinger_AA","R_PG7V_AT","R_PG7VR_AT","M_Strela_AA","R_Hydra_HE",
"R_57mm_HE","R_80mm_HE","M_Sidewinder_AA","M_TOW_AT","M_AT5_AT","M_Hellfire_AT","M_Vikhr_AT"];
if((_this select 4) in _list)then{
setacctime 0.5;
_camera = "camera" camCreate [0,0,0];
_camera cameraeffect ["internal", "back"];
while{alive _projectile && alive _camera}do{
_camera camSetTarget _projectile;
_camera camSetRelPos [0,-13,1.2];
_camera camCommit 0;
sleep 0.001;
};
if(alive _camera)then{sleep 1};
_camera cameraeffect ["terminate", "back"];
camdestroy _camera;
setacctime 1;
};

Please do note that in _list you should make sure to add the type of ammo the chopper fires at the target and remove the other not needed types.
You can find the ammo types here.

Also note the last script is a sqf script and not a sqs script like the follow chopper or the camera.sqs
Arma is optimised for sqf scripts, but I havent really had time to look into it and I didnt have time (gtg to work) to change the sqf to sqs anymore.
I hope you dont mind :)

Into a sort of bulletcam? It would just be for one sniper mission I am creating where, during certain triggers, you could make all bullets fired be followed. The only problem I would have is slowing down game time, sort of thing, because bullets travel faster than the speed of sound. I was just reading, got intrigued and wondering if it's at all possible. I have already tried the script with M107 ammo, but no luck. I might not have the scripting just right. Anyway, any help would be appreciated. :D

This post was edited by Dutchy (2012-08-24 06:45, ago)

=Foxhound]You can add 250.004 smileys to your post but not a proper title and proper info?[/quote]

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#36 Posted at 2014-05-19 22:57        
     
Added 1 minute later:

I'm trying to get the camera to remain in position above the player's offset position:

THis is called in from an addAction command:



 _camera camSetTarget player; 
_camera = "camera" camCreate [position player select 0, (position player select 1) - 10, 10];
 onEachFrame {    
    _camera attachTo [player,[position player select 0, (position player select 1) - 10, 10]]; 
     // _camera setPos [position player select 0, (position player select 1) - 10, 10]; THIS ALSO DOES NOT WORK
     _camera camCommit 3;  
    if (missionnamespace getvariable ["place",false]) exitwith {}; 
            
}; // end of while/oneachframe 
But nothing happens, I want the camera to follow the player floating from above?