Camera Tutorial: Difference between revisions
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{{Feature|important| | {{Feature|important| | ||
The "Prepare" version of camera commands | The "Prepare" version of camera commands has been introduced with {{arma1}}. Using this set of commands helps the engine preloading the camera's (future) field of view (see also [[preloadCamera]]).<br><!-- | ||
-->'''{{ofp}}''' only features the "Set" version of camera commands; use them instead (e.g [[camPreparePos]] becomes [[camSetPos]], [[camCommitPrepared]] becomes [[camCommit]], etc).<br><!-- | |||
-->Only [[camCommitted]] is common to both syntaxes.}} | |||
Only [[camCommitted]] is common to both | |||
=== Create the camera === | === Create the camera === |
Revision as of 20:12, 18 July 2021
Basics
A cinematic camera is what is commonly known as a "cutscene"; the player's input are dismissed and events happen during the video.
A camera is local to the computer where the script has been called; one player could see a cutscene but still get killed by another player that didn't trigger the video.
How to
The list of all camera commands can be found in the Camera command group category.
Create the camera
private _camera = "camera" camCreate getPosATL player;
Enter the camera
_camera cameraEffect ["internal", "back"];
Select a target
Object target
_camera camPrepareTarget player; // a camera will automatically target the human target's face
Position target
_camera camPrepareTarget getPosATL player;
Place the camera
World position
_camera camPreparePos (player getRelPos [5, 0]);
Relative position
_camera camCommitPrepared 0; // required to apply the prepared target first - otherwise a long trip from [0,0,0] is to follow _camera camPrepareRelPos [0,5,0];
Apply camera's Field of View
_camera camPrepareFOV 0.5; // standard FOV is 0.7; lesser (e.g 0.5) is zoomed in, greater (e.g 0.9) is zoomed out
Apply all the changes
Immediately or with transition
_camera camCommitPrepared 0; // 0 for immediate change, value in seconds for transition
With a loading timeout
_camera camPreload 3; // since Armed Assault - instantly moves the camera once preload or timeout is done. // tells the game to preload the future field of view. 3 here is a timeout, 0 for infinite timeout
Check that the commit happened
camCommitted _camera; // for camCommitPrepared usage
camPreloaded _camera; // for camPreload usage
Leave the camera
_camera cameraEffect ["terminate", "back"];
Delete the camera
camDestroy _camera;
Specific cases
- A camera of bird type (seagull or crowe) cannot be controlled via "Prepare" commands - only camSet* ones.
- A camera of bird type is always committed (camCommitted will always return true) even if it is still moving toward its destination.
Full example
Standard example
private _camera = "camera" camCreate [0, 0, 0]; _camera camPrepareTarget player; _camera camCommitPrepared 0; // needed for relative position _camera camPrepareRelPos [0, -5, 10]; _camera cameraEffect ["internal", "back"]; _camera camCommitPrepared 0; waitUntil { camCommitted _camera }; _camera camPrepareRelPos [90, 25, 8]; _camera camCommitPrepared 5; waitUntil { camCommitted _camera }; _camera camPrepareRelPos [-90, -5, 5]; _camera camCommitPrepared 3; waitUntil { camCommitted _camera }; sleep 3; _camera cameraEffect ["terminate", "back"]; camDestroy _camera;
Operation Flashpoint SQS example
_camera = "camera" camCreate [0, 0, 0] _camera camSetTarget player _camera camSetRelPos [0, -5, 10] _camera cameraEffect ["internal", "back"] _camera camCommit 0 @camCommitted _camera _camera camSetRelPos [90, 25, 8] _camera camCommit 5 @camCommitted _camera _camera camSetRelPos [-90, -5, 5] _camera camCommit 3 @camCommitted _camera ~3 _camera cameraEffect ["terminate", "back"] camDestroy _camera