Camera Tutorial: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Some wiki formatting)
m (Some wiki formatting)
Line 17: Line 17:
=== Create the camera ===
=== Create the camera ===


[[private]] _camera = "camera" '''[[camCreate]]''' [[getPosATL]] [[player]];
<sqf>private _camera = "camera" camCreate getPosATL player;</sqf>


=== Enter the camera ===
=== Enter the camera ===


_camera '''[[cameraEffect]]''' ["internal", "back"];
<sqf>_camera cameraEffect ["internal", "back"];</sqf>


=== Select a target ===
=== Select a target ===


==== Object target ====
==== Object target ====
_camera '''[[camPrepareTarget]]''' [[player]]; {{cc|a camera will automatically target the human target's face}}
<sqf>_camera camPrepareTarget player; // a camera will automatically target the human target's face</sqf>


==== Position target ====
==== Position target ====
_camera '''[[camPrepareTarget]]''' [[getPosATL]] [[player]];
<sqf>_camera camPrepareTarget getPosATL player;</sqf>


=== Place the camera ===
=== Place the camera ===


==== World position ====
==== World position ====
_camera '''[[camPreparePos]]''' ([[player]] [[getRelPos]] [5, 0]);
<sqf>_camera camPreparePos (player getRelPos [5, 0]);</sqf>


==== 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}}
<sqf>
_camera '''[[camPrepareRelPos]]''' [0,5,0];
_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];
</sqf>


=== Apply camera's Field of View ===
=== Apply camera's Field of View ===


_camera '''[[camPrepareFOV]]''' 0.5; {{cc|standard FOV is 0.7; lesser (e.g 0.5) is zoomed in, greater (e.g 0.9) is zoomed out}}
<sqf>_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</sqf>


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


==== Immediately or with transition ====
==== Immediately or with transition ====
_camera '''[[camCommitPrepared]]''' 0; {{cc|0 for immediate change, value in seconds for transition}}
<sqf>_camera camCommitPrepared 0; // 0 for immediate change, value in seconds for transition</sqf>


==== With a loading timeout ====
==== With a loading timeout ====
_camera '''[[camPreload]]''' 3; {{cc|since {{arma1}} - instantly  moves the camera once preload or timeout is done.}}
<sqf>
{{cc|tells the game to preload the future field of view. '''3''' here is a timeout, 0 for infinite 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
</sqf>


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


'''[[camCommitted]]''' _camera; {{cc|for [[camCommitPrepared]] usage}}
<sqf>camCommitted _camera; // for camCommit/camCommitPrepared usage</sqf>


'''[[camPreloaded]]''' _camera; {{cc|for [[camPreload]] usage}}
<sqf>camPreloaded _camera; // for camPreload usage</sqf>


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


_camera [[cameraEffect]] ["terminate", "back"];
<sqf>_camera cameraEffect ["terminate", "back"];</sqf>


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


'''[[camDestroy]]''' _camera;
<sqf>camDestroy _camera;</sqf>




Line 78: Line 82:
=== Standard example ===
=== Standard example ===


[[private]] _camera = "camera" [[camCreate]] [0, 0, 0];
<sqf>
_camera [[camPrepareTarget]] player;
private _camera = "camera" camCreate [0, 0, 0];
_camera [[camCommitPrepared]] 0; {{cc|needed for relative position}}
_camera camPrepareTarget player;
_camera [[camPrepareRelPos]] [0, -5, 10];
_camera camCommitPrepared 0; // needed for relative position
_camera [[cameraEffect]] ["internal", "back"];
_camera camPrepareRelPos [0, -5, 10];
_camera [[camCommitPrepared]] 0;
_camera cameraEffect ["internal", "back"];
[[waitUntil]] { [[camCommitted]] _camera };
_camera camCommitPrepared 0;
waitUntil { camCommitted _camera };
_camera [[camPrepareRelPos]] [90, 25, 8];
 
_camera [[camCommitPrepared]] 5;
_camera camPrepareRelPos [90, 25, 8];
[[waitUntil]] { [[camCommitted]] _camera };
_camera camCommitPrepared 5;
waitUntil { camCommitted _camera };
_camera [[camPrepareRelPos]] [-90, -5, 5];
 
_camera [[camCommitPrepared]] 3;
_camera camPrepareRelPos [-90, -5, 5];
[[waitUntil]] { [[camCommitted]] _camera };
_camera camCommitPrepared 3;
waitUntil { camCommitted _camera };
[[sleep]] 3;
 
_camera [[cameraEffect]] ["terminate", "back"];
sleep 3;
[[camDestroy]] _camera;
_camera cameraEffect ["terminate", "back"];
camDestroy _camera;
</sqf>


=== {{ofp}} SQS example ===
=== {{ofp}} SQS example ===


_camera = "camera" [[camCreate]] [0, 0, 0]
<sqs>
_camera [[camSetTarget]] player
_camera = "camera" camCreate [0, 0, 0]
_camera [[camSetRelPos]] [0, -5, 10]
_camera camSetTarget player
_camera [[cameraEffect]] ["internal", "back"]
_camera camSetRelPos [0, -5, 10]
_camera [[camCommit]] 0
_camera cameraEffect ["internal", "back"]
@[[camCommitted]] _camera
_camera camCommit 0
@camCommitted _camera
_camera [[camSetRelPos]] [90, 25, 8]
 
_camera [[camCommit]] 5
_camera camSetRelPos [90, 25, 8]
@[[camCommitted]] _camera
_camera camCommit 5
@camCommitted _camera
_camera [[camSetRelPos]] [-90, -5, 5]
 
_camera [[camCommit]] 3
_camera camSetRelPos [-90, -5, 5]
@[[camCommitted]] _camera
_camera camCommit 3
@camCommitted _camera
~3
 
_camera [[cameraEffect]] ["terminate", "back"]
~3
[[camDestroy]] _camera
_camera cameraEffect ["terminate", "back"]
camDestroy _camera
</sqs>





Revision as of 12:44, 22 July 2022

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 has been introduced with Armed Assault. Using this set of commands helps the engine preloading the camera's (future) field of view (see also preloadCamera).
Operation Flashpoint only features the "Set" version of camera commands; use them instead (e.g camPreparePos becomes camSetPos, camCommitPrepared becomes camCommit, etc).
Only camCommitted is common to both syntaxes.

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

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 camCommit/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