Ok all you Re fans here is your camera switch
code. Now this is based on impact and does not use a scan instruction so it is very limited. Your entities that would serve as the triggers would need to be large enough so that the player hits them but not too big
so that he doesnt get stuck when he hits them. A bunch of duplicate players works nicely. A scan instruction would be better or a event trigger but I wasnt sure how to get it to work that way. AS far as the angles of the views you will have to change the x,y,z values and pan,tilt and roll values to meet your level needs. The values I have are based on a small test level I do all of my programming in. I will continue to work on this and get it right. There is one big problem, once you hit a trigger it wont work again. I think I have an Idea how to get this like RE but need a little time. Hope this helps. GS out.
ACTION nu_view { This is the first view
SET MY.INVISIBLE,ON;
MY.X = -104;
MY.Y = 60;
MY.Z = -150;
MY.TILT= 10;
MY.PAN = 130;
CALL move_view;
WAIT 1;
}
}
ACTION trig_camera { //assign to any entity
SET MY.INVISIBLE,ON;
MY.ENABLE_IMPACT=ON;
MY.EVENT=nu_cam;
}
}
ACTION nu_cam { //calls the new view
IF(EVENT_TYPE==EVENT_IMPACT){
CALL camchange;
WAIT 1;
}
}
ACTION camchange { // This is the new view
MY.X = -150;
MY.Y = 0;
MY.Z = -180;
SET MY.INVISIBLE,ON;
MY.TILT= 0;
MY.PAN = 50;
WHILE ( MY.X <10 && MY.Y < 0)
{
MY.X += 0.080 ;
//MY.PAN += 0.40;
CALL move_view;
WAIT 1;
}
}
ACTION trig_camera1 { //assign to any entity
SET MY.INVISIBLE,ON;
MY.ENABLE_IMPACT=ON;
MY.EVENT=nu_cams;
}
}
ACTION nu_cams { //calls 2nd view
IF(EVENT_TYPE==EVENT_IMPACT){
CALL camchanger;
WAIT 1;
}
}
ACTION camchanger { second view
MY.X = -150;
MY.Y = 0;
MY.Z = -180;
SET MY.INVISIBLE,ON;
MY.TILT= 0;
MY.PAN = 20;
WHILE ( MY.X <10 && MY.Y < 0)
{
MY.X += 0.080 ;
//MY.PAN += 0.40;
CALL move_view;
WAIT 1;
}
}
[This message has been edited by Gamesaint7 (edited 19 December 2000).]
[This message has been edited by Gamesaint7 (edited 19 December 2000).]