Author Topic: [VC] Camera Moves Tutorial  (Read 9680 times)

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Offline Psycho

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[VC] Camera Moves Tutorial
« Reply #15 on: July 30, 2006, 11:00:47 AM »
dude thats awesome, i wish i could understand it cause my camhack doesnt work

Offline Brainkiller

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« Reply #16 on: July 30, 2006, 11:11:49 AM »
Awsome, it was a struggle but after i while i got it to work


Offline Fugitive

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« Reply #17 on: July 30, 2006, 11:19:54 AM »
Quote from: Psycho
dude thats awesome, i wish i could understand it cause my camhack doesnt work
Why you don't understand it?

Offline Brainkiller

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« Reply #18 on: July 30, 2006, 11:26:10 AM »
Here's what i made up to now

http://media.putfile.com/scripting

I've sorted out  the angle of which way Tommy stands

Offline Neo Anderson

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« Reply #19 on: July 30, 2006, 11:28:35 AM »
Great tut there dude.  

Offline JayFoxRox

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« Reply #20 on: July 30, 2006, 11:32:59 AM »
lol nice BK. Maybe you could add a bike jumping down that small thing when the camera is pointing at it?

//Edit: Wow the stuff by Kingjad is lookin gd. This community seems to be much more skilled in coding than i thought first
« Last Edit: July 30, 2006, 11:35:20 AM by Fox »

Offline Glen1992

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« Reply #21 on: July 30, 2006, 12:43:15 PM »
nice tut im deffently trying this out

Offline Link

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« Reply #22 on: July 30, 2006, 01:13:27 PM »
Fucking nice Fug !

Offline Kingjad

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« Reply #23 on: July 30, 2006, 03:22:14 PM »
Quote from: Psycho
Quote from: Fugitive
Quote from: Psycho
dude thats awesome, i wish i could understand it cause my camhack doesnt work
Why you don't understand it?
cause i got partway through it and just scanned the rest

Lazy bugger.  Go read it!

Offline Liviu

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« Reply #24 on: July 30, 2006, 09:24:30 PM »
Quote from: Fugitive

Code: [Select]
; --- Innit scene ---                      


 

really cool tut, i wonder if this can be done in SA somehow

Offline Xtramus

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« Reply #25 on: July 31, 2006, 01:44:35 AM »
OK I have another question

How do you make it so that if you stand somewhere (i.e. a mission marker) that the cam coding starts working? Like they do with the missions, you walk into a marker and the camera fades out, and a cutscene starts.

Offline Dannye

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« Reply #26 on: July 31, 2006, 01:50:12 AM »
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? ms
00D6: if  0?                                                      
80E1:   NOT key_pressed  0?  17?           \\ Press Shoot To Begin Camera Panning
004D: jump_if_false ££CameraPanDown
0002: jump ££CameraPan

The 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.
« Last Edit: July 31, 2006, 01:59:35 AM by Dannye »

Offline Psycho

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« Reply #27 on: July 31, 2006, 04:53:49 AM »
Quote from: Kingjad
Quote from: Psycho
Quote from: Fugitive
Quote from: Psycho
dude thats awesome, i wish i could understand it cause my camhack doesnt work
Why you don't understand it?
cause i got partway through it and just scanned the rest

Lazy bugger.  Go read it!
unfortunately the part i scanned was the orange part that tells you what everything means

Offline JayFoxRox

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« Reply #28 on: July 31, 2006, 05:33:30 AM »
Quote from: Dannye
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? ms
00D6: if  0?                                                      
80E1:   NOT key_pressed  0?  17?           \\ Press Shoot To Begin Camera Panning
004D: jump_if_false ££CameraPanDown
0002: jump ££CameraPan

The 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.

You builder seems to be outdated  ? < for int n stuff...

Also this code would be more helpfull

Code: [Select]

create_thread ££CameraPan

:Loop;;Your mainloop
0001: wait 5000 ms
0002: jump ££Loop

:CameraPan  
0001: wait 10 ms
00D6: if  0                                                      
;; 80E1:   NOT key_pressed  0  17          ;; Press Shoot To Begin Camera Panning - ignore this
if_player_in_cube -5.0 -5.0 -5.0 5.0 5.0 5.0
004D: jump_if_false ££CameraPan
0002: jump ££CameraPan

To get the opcodes of the lines without press F1 in the builder while a keyword in that line is marked or go to

http://vc-db.webtools4you.net/
http://sa-db.webtools4you.net/

Offline Dannye

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« Reply #29 on: July 31, 2006, 07:01:11 AM »
^ Yeah I know, v022 was the first one I got and I was too lazy to change  .

EDIT: Question, so with the use of the coords (in your last post), its kinda like checking if the player stands in a certain spot, rather than pressing a button, yes?
« Last Edit: July 31, 2006, 07:02:20 AM by Dannye »

 

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