Camera Tutorial: Difference between revisions

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m (Text replacement - "local" to "local")
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The list of all camera commands can be found in the [[:Category:Command Group: Camera Control|Camera command group]] category.
The list of all camera commands can be found in the [[:Category:Command Group: Camera Control|Camera command group]] category.


{{ Feature | important | In '''{{ofp}}''' the "Prepare" commands do not exist.<br>Use their "normal" counterpart instead (e.g [[camPreparePos]] → [[camSetPos]], [[camCommitPrepared]] → [[camCommit]]).<br>Only [[camCommitted]] is common to both writings.}}
{{Feature|important|
The "Prepare" version of camera commands
In '''{{ofp}}''' the "Prepare" commands do not exist.<br>
Use their "normal" counterpart instead (e.g [[camPreparePos]] → [[camSetPos]], [[camCommitPrepared]] → [[camCommit]]).<br>
Only [[camCommitted]] is common to both writings.}}


=== Create the camera ===
=== Create the camera ===
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==== Relative position ====
==== Relative position ====
_camera [[camCommitPrepared]] 0; {{cc|required to apply the [[camPrepareTarget|prepared target]] first - otherwise a long trip from [0,0,0] is to follow}}
  _camera '''[[camPrepareRelPos]]''' [0,5,0];
  _camera '''[[camPrepareRelPos]]''' [0,5,0];


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=== Apply all the changes ===
=== Apply all the changes ===


==== Immediately or with transition ====
  _camera '''[[camCommitPrepared]]''' 0; {{cc|0 for immediate change, value in seconds for transition}}
  _camera '''[[camCommitPrepared]]''' 0; {{cc|0 for immediate change, value in seconds for transition}}
==== With a loading timeout ====
_camera '''[[camPreload]]''' 3; {{cc|since {{arma1}} - instantly  moves the camera once preload or timeout is done.}}
{{cc|tells the game to preload the future field of view. '''3''' here is a timeout, 0 for infinite timeout}}


=== Check that the commit happened ===
=== Check that the commit happened ===


  [[camCommitted]] _camera;
  '''[[camCommitted]]''' _camera; {{cc|for [[camCommitPrepared]] usage}}
 
'''[[camPreloaded]]''' _camera; {{cc|for [[camPreload]] usage}}


=== Leave the camera ===
=== Leave the camera ===
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=== Delete the camera ===
=== Delete the camera ===


  [[camDestroy]] _camera;
  '''[[camDestroy]]''' _camera;




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* A camera of bird type (seagull or crowe) '''cannot''' be controlled ''via'' "Prepare" commands - only camSet* ones.
* A camera of bird type (seagull or crowe) '''cannot''' be controlled ''via'' "Prepare" commands - only camSet* ones.
* A camera of bird type is '''always''' [[camCommitted]] even if it is still moving toward its destination.
* A camera of bird type is '''always''' committed ([[camCommitted]] will always return [[true]]) even if it is still moving toward its destination.




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  [[private]] _camera = "camera" [[camCreate]] [0, 0, 0];
  [[private]] _camera = "camera" [[camCreate]] [0, 0, 0];
  _camera [[camPrepareTarget]] player;
  _camera [[camPrepareTarget]] player;
_camera [[camCommitPrepared]] 0; {{cc|needed for relative position}}
  _camera [[camPrepareRelPos]] [0, -5, 10];
  _camera [[camPrepareRelPos]] [0, -5, 10];
  _camera [[cameraEffect]] ["internal", "back"];
  _camera [[cameraEffect]] ["internal", "back"];

Revision as of 21:08, 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.

The "Prepare" version of camera commands

In Operation Flashpoint the "Prepare" commands do not exist.
Use their "normal" counterpart instead (e.g camPreparePoscamSetPos, camCommitPreparedcamCommit).

Only camCommitted is common to both writings.

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

See also