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dude thats awesome, i wish i could understand it cause my camhack doesnt work
Quote from: FugitiveQuote from: Psychodude thats awesome, i wish i could understand it cause my camhack doesnt workWhy you don't understand it?cause i got partway through it and just scanned the rest
Quote from: Psychodude thats awesome, i wish i could understand it cause my camhack doesnt workWhy you don't understand it?
Code: [Select]; --- Innit scene ---
; --- Innit scene ---
:CameraPan 0001: wait 0? ms00D6: if 0? 80E1: NOT key_pressed 0? 17? \\ Press Shoot To Begin Camera Panning004D: jump_if_false ££CameraPanDown0002: jump ££CameraPan
Quote from: PsychoQuote from: FugitiveQuote from: Psychodude thats awesome, i wish i could understand it cause my camhack doesnt workWhy you don't understand it?cause i got partway through it and just scanned the restLazy bugger. Go read it!
Very nice tut dude. While I have had some scm experience, I have not gone into much depth with camera-scripting, so some of this is handy to me too . Cheers dude.If those who asked about SA were serious, then yes it can be done, in a similar way, you want to use SA Mission Builder 0.33 (well, thats what I got) instead of Vice City Mission Buildier, then you are set to go (note: they operate a little differently so i suggest reading the readme).@X: there are a few ways, one would be doing a check for keypresses. Ie. If user presses a certain button then move to a certain part of the code. An alternative would be to just take the code from a mission, delete it all, and replace it with your stuff. I suggest the 1st method, i find it simpler (someone with more experience may think differently).An example for the keypresses suggestion would be as follows: Code: [Select]:CameraPan 0001: wait 0? ms00D6: if 0? 80E1: NOT key_pressed 0? 17? \\ Press Shoot To Begin Camera Panning004D: jump_if_false ££CameraPanDown0002: jump ££CameraPanThe thread keeps running (probably not too efficient, but who cares ) and checks till you press a certain button, when you do, it goes and does something (it moves to the section of your code with the label "CameraPanDown" and runs it). Note if you got the version of MB that was said in the first post, the syntax here IS NOT THE SAME (it is similar, but with minor differences), because I use v022.
create_thread ££CameraPan:Loop;;Your mainloop0001: wait 5000 ms0002: jump ££Loop:CameraPan 0001: wait 10 ms00D6: if 0 ;; 80E1: NOT key_pressed 0 17 ;; Press Shoot To Begin Camera Panning - ignore thisif_player_in_cube -5.0 -5.0 -5.0 5.0 5.0 5.0004D: jump_if_false ££CameraPan0002: jump ££CameraPan
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