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Stationary camera like in RE? #242
11/06/00 11:32
11/06/00 11:32

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Hello,
I was wondering how and if you can make a stationary camera like in the RE series. Also how when the player is no longer in view of one camera it can switch to another stationary camera, Just like in Re, I like this a lot especially in scary games cause the player feels less in control.

Thanks,
BPGpro

------------------
I could make the best game ever if I really wanted to:)


Re: Stationary camera like in RE? #243
11/06/00 11:54
11/06/00 11:54
Joined: Jul 2000
Posts: 2,037
Lafayette, LA USA
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James Snydstrup Offline
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James Snydstrup  Offline
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Joined: Jul 2000
Posts: 2,037
Lafayette, LA USA
BPGpro:

Think of it this way: There is only one 'CAMERA' in the game. This camera usually follows the player aroung either in first or third person. What you need to do is specify an exact position, pan, tilt, and roll for the camera and change these values as the players moves from location to location.

In general terms just put an invisible entity 'pseudo camera' at every camera location. Each of these 'pseudo camera' entities will set the camera's position etc. when 'SCANNED' by the player or when they 'SCAN' the player.

The player walks next to 'pseudo camera 1' and gets scanned by 'pseudo camera 1'. The 'CAMERA' gets placed in that position.

The player walks next to 'pseudo camera 2' and gets scanned by 'pseudo camera 2'. The 'CAMERA' now gets placed in that position.

etc...etc...


Re: Stationary camera like in RE? #244
11/06/00 22:31
11/06/00 22:31

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Yes that sounds good, But I am not sure how to write it. If someone could start it for me I would really be greatful I am not good at WDL at all, I guess this is where a programmer comes in handy

Thanks a ton,
BPGpro

------------------
I could make the best game ever if I really wanted to:)


Re: Stationary camera like in RE? #245
12/20/00 01:10
12/20/00 01:10

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Hi! I'm trying to do exactly the same style..
I can't get it to work either... Any success?
I would be delighted to know how it works if you have managed!!
thanx in advance!!!

Re: Stationary camera like in RE? #246
12/20/00 05:53
12/20/00 05:53

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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).]


Re: Stationary camera like in RE? #247
01/16/01 16:44
01/16/01 16:44

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i need the same thing, but without chanching...
that means, the camrea is somewhere in the level, and this camera is not moving anywhere...
if the player hits it, nothing happens...
i want to make a "isometric 3d camera" for my game, you knoww, like in a bonus game, where there is only one room, the camera is in the upper left corner and then you see everything from this place...

Re: Stationary camera like in RE? #248
03/11/01 12:07
03/11/01 12:07

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Piccolo, that's real easy. Use a position and disable the line move_view() in the player_walk function.


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