Camera.sqs: Difference between revisions
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It won't take you long to discover that the original Operation Flashpoint camera options which are found in the editor don't give you the same versatility that you have seen in the official missions or quality user-created cutscenes. The "editor driven cutscene" has long been frowned upon by serious mission makers and for good reason. Seeing the same spinning camera shot and slow zooms over and over make the editor driven cutscene instantly recognisable as novice and that's without mentioning the annoying split second delay before the cutscene gets going. | It won't take you long to discover that the original Operation Flashpoint camera options which are found in the editor don't give you the same versatility that you have seen in the official missions or quality user-created cutscenes. The "editor driven cutscene" has long been frowned upon by serious mission makers and for good reason. Seeing the same spinning camera shot and slow zooms over and over make the editor driven cutscene instantly recognisable as novice and that's without mentioning the annoying split second delay before the cutscene gets going. | ||
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This script already exists within Flashpoint. By executing the script in-game you can activate a camera which is controlled using the keyboard. It can be moved into practically any position, and a 'snapshot' can be taken containing all the relevant information for that shot. The information can then be pasted into your cutscene script. | This script already exists within Flashpoint. By executing the script in-game you can activate a camera which is controlled using the keyboard. It can be moved into practically any position, and a 'snapshot' can be taken containing all the relevant information for that shot. The information can then be pasted into your cutscene script. | ||
== Usage == | == Usage == | ||
To execute the script create an object - doesn't need to be a soldier - and in its init field type | To execute the script create an object - doesn't need to be a soldier - and in its init field type | ||
<sqs>this exec "camera.sqs"</sqs> | |||
Now when you preview the mission you will see the cinematic border at the top and bottom of the screen and a view looking North from the object you created. There will be a crosshair in the centre of the screen. If you fail to execute the script from an object, or the object doesn't exist, the camera will be created at 0,0,0 on the map. | Now when you preview the mission you will see the cinematic border at the top and bottom of the screen and a view looking North from the object you created. There will be a crosshair in the centre of the screen. If you fail to execute the script from an object, or the object doesn't exist, the camera will be created at 0,0,0 on the map. | ||
=== Controls === | === Controls === | ||
'''Most of following controls can be easily changed in 'Options -> Controls -> Buldozer controls' menu.''' | '''Most of following controls can be easily changed in 'Options -> Controls -> Buldozer controls' menu.''' | ||
Camera movement is controlled using the following keys: | Camera movement is controlled using the following keys: | ||
{| | |||
| {{Controls|W}} || Forward | |||
|- | |||
| {{Controls|E}} || Fast forward | |||
|- | |||
| {{Controls|A}} || Left | |||
|- | |||
| {{Controls|D}} || Right | |||
|- | |||
| {{Controls|S}} || Backwards | |||
|- | |||
| {{Controls|Q}} || Up | |||
|- | |||
| {{Controls|Z}} || Down | |||
|} | |||
The camera can be rotated and tilted using the numeric keyboard: | The camera can be rotated and tilted using the numeric keyboard: | ||
{| | |||
| {{Controls|Num8}} || Tilt upward | |||
|- | |||
| {{Controls|Num2}} || Tilt downward | |||
|- | |||
| {{Controls|Num4}} || Rotate left | |||
|- | |||
| {{Controls|Num6}} || Rotate right | |||
|} | |||
There is also a zoom function, again using the numeric keyboard: | There is also a zoom function, again using the numeric keyboard: | ||
{| | |||
| {{Controls|Num+}} || Zoom in | |||
|- | |||
| {{Controls|Num-}} || Zoom out | |||
|} | |||
Remaining functions: | |||
{| | |||
| {{Controls|L}} || Toggle crosshair (and tracked target box) | |||
|- | |||
| {{Controls|Num/}}<br>{{Controls|Space}} || Target nearest object OR position on ground | |||
|- | |||
| {{Controls|Delete}} || Turn on/off floating mode | |||
|} | |||
Introduced in | ==== Introduced in {{arma1}} ==== | ||
{| | |||
| {{Controls|F}} || (same as {{Controls|Num/}} / {{Controls|Space}}) tracks targeted object OR position on ground nearest to crosshair | |||
* Targeted objects are indicated with a red crosshair box. | |||
* Targeted ground position is indicated with a yellow crosshair box. | |||
* Moving objects will be tracked by camera. | |||
* Pressing any camera movement key will cancel object/ground tracking | |||
|- | |||
| {{Controls|A}}/{{Controls|D}} || rotate camera around focused object or position on ground (used after '''F''' option) | |||
|- | |||
| {{Controls|Shift|WASD}} || Faster camera movement | |||
|} | |||
Introduced in | ==== Introduced in {{arma2oa}} ==== | ||
{| | |||
| {{Controls|N}} || Cycle between normal view / NVG / TI BW / TI WB | |||
|- | |||
| {{Controls|M}} || Open/Close map | |||
|- | |||
| {{Controls|LMB}} || in map - teleport camera to given location | |||
|- | |||
| {{Controls|Ctrl|LMB}} || in map - teleport player to given location | |||
|- | |||
| {{Controls|Num.}} || Teleport camera to position where it was previously terminated | |||
|- | |||
| {{Controls|Num*}} || Copy cursor's position to clipboard | |||
|- | |||
| {{Controls|Ctrl|Num*}} || Teleport player under cursor | |||
|- | |||
| {{Controls|<nowiki/>;}} || Disable camera postprocess | |||
|- | |||
| {{Controls|1}}..{{Controls|9}} || Set pre-defined camera postprocess (stored in ''BIS_DEBUG_CAM_PPEFFECTS'' array, cen be rewritten) | |||
|- | |||
| {{Controls|MSW}} || Modify focus length | |||
* starting at 0, moving up will increase distance | |||
* decreasing it back to 0 will reset to effect and enable autofocus | |||
|} | |||
Pressing {{Controls|V}} will cancel the camera view and return back to normal control. | |||
=== Using in Script === | |||
Finally, once you have framed your shot, press the Fire key ({{Controls|Ctrl}} key in {{ofp}} or {{Controls|LMB}} in {{arma}}). | |||
Finally, once you have framed your shot, press the Fire key ( | This stores the camera information in the clipboard. You can then press {{Controls|Alt|Tab}} to return to the desktop, and paste the camera information into a text-editor such as Notepad using {{Controls|Ctrl|V}}. | ||
Text is also saved into the '''clipboard.txt''' file in OFP main directory. | |||
For every click you will get an entry in this file that will look something like this: | For every click you will get an entry in this file that will look something like this: | ||
<sqs> | |||
;=== 22:11:02 | |||
_camera camPrepareTarget [684.73,98559.95,-27662.98] | |||
_camera camPreparePos [2545.07,2486.85,9.91] | |||
_camera camPrepareFov 0.700 | |||
_camera camCommitPrepared 0 | |||
@camCommitted _camera | |||
</sqs> | |||
Note that the keyboard controls above are the default settings. If you have reconfigured your keyboard controls you'll have to find the equivalent keys. | Note that the keyboard controls above are the default settings. If you have reconfigured your keyboard controls you'll have to find the equivalent keys. | ||
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== Notes == | == Notes == | ||
In | In {{GameCategory|arma1|link= y}} the '''clipboard.txt''' file is created in your {{hl|user\application data}} folder. | ||
'''Example:''' | '''Example:''' | ||
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== External links == | == External links == | ||
For more advanced cutscene tutorials visit | |||
For more advanced cutscene tutorials visit {{Link|http://www.ofpec.com/ed_depot/|OFPEC}}. | |||
{{GameCategory|ofp|Editing}} |
Latest revision as of 15:03, 10 March 2023
It won't take you long to discover that the original Operation Flashpoint camera options which are found in the editor don't give you the same versatility that you have seen in the official missions or quality user-created cutscenes. The "editor driven cutscene" has long been frowned upon by serious mission makers and for good reason. Seeing the same spinning camera shot and slow zooms over and over make the editor driven cutscene instantly recognisable as novice and that's without mentioning the annoying split second delay before the cutscene gets going.
Thankfully BI accounted for this by having its own method of creating camera cutscenes bypassing the editor options altogether. It is a script which simulates a real camera, which literally lets you point and click your angles, thus allowing you to create cutscenes with minimum fuss.
This script already exists within Flashpoint. By executing the script in-game you can activate a camera which is controlled using the keyboard. It can be moved into practically any position, and a 'snapshot' can be taken containing all the relevant information for that shot. The information can then be pasted into your cutscene script.
Usage
To execute the script create an object - doesn't need to be a soldier - and in its init field type
Now when you preview the mission you will see the cinematic border at the top and bottom of the screen and a view looking North from the object you created. There will be a crosshair in the centre of the screen. If you fail to execute the script from an object, or the object doesn't exist, the camera will be created at 0,0,0 on the map.
Controls
Most of following controls can be easily changed in 'Options -> Controls -> Buldozer controls' menu.
Camera movement is controlled using the following keys:
W | Forward |
E | Fast forward |
A | Left |
D | Right |
S | Backwards |
Q | Up |
Z | Down |
The camera can be rotated and tilted using the numeric keyboard:
NUM 8 | Tilt upward |
NUM 2 | Tilt downward |
NUM 4 | Rotate left |
NUM 6 | Rotate right |
There is also a zoom function, again using the numeric keyboard:
NUM + | Zoom in |
NUM - | Zoom out |
Remaining functions:
L | Toggle crosshair (and tracked target box) |
NUM / Space |
Target nearest object OR position on ground |
Del | Turn on/off floating mode |
Introduced in Armed Assault
F | (same as NUM / / Space) tracks targeted object OR position on ground nearest to crosshair
|
A/D | rotate camera around focused object or position on ground (used after F option) |
⇧ Shift + WASD | Faster camera movement |
Introduced in Arma 2: Operation Arrowhead
N | Cycle between normal view / NVG / TI BW / TI WB |
M | Open/Close map |
in map - teleport camera to given location | |
Ctrl + | in map - teleport player to given location |
NUM . | Teleport camera to position where it was previously terminated |
NUM * | Copy cursor's position to clipboard |
Ctrl + NUM * | Teleport player under cursor |
; | Disable camera postprocess |
1..9 | Set pre-defined camera postprocess (stored in BIS_DEBUG_CAM_PPEFFECTS array, cen be rewritten) |
Modify focus length
|
Pressing V will cancel the camera view and return back to normal control.
Using in Script
Finally, once you have framed your shot, press the Fire key (Ctrl key in Operation Flashpoint or in Arma). This stores the camera information in the clipboard. You can then press Alt + ↹ Tab to return to the desktop, and paste the camera information into a text-editor such as Notepad using Ctrl + V. Text is also saved into the clipboard.txt file in OFP main directory.
For every click you will get an entry in this file that will look something like this:
Note that the keyboard controls above are the default settings. If you have reconfigured your keyboard controls you'll have to find the equivalent keys.
Notes
In ArmA: Armed Assault the clipboard.txt file is created in your user
Example:
C:\Documents and Settings\WINDOWSUSERNAME\Local Settings\Application Data\ArmA\clipboard.txt
Also note there is different way to take camera data in ArmA (see above).
External links
For more advanced cutscene tutorials visit OFPEC.