Camera Tutorial: Difference between revisions

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Revision as of 00:41, 24 December 2020

Template:SideTOC

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.

In Operation Flashpoint the "Prepare" commands do not exist.
Use their "normal" counterpart instead (e.g camPreparePoscamSetPos, camCommitPreparedcamCommit).
Only camCommitted is common to both writings.

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

_camera camPrepareTarget getPosATL player;

Place the camera

World position

_camera camPreparePos (player getRelPos [5, 0]);

Relative position

_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

_camera camCommitPrepared 0; // 0 for immediate change, value in seconds for transition

Check that the commit happened

camCommitted _camera;

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 camCommitted even if it is still moving toward its destination.


Full example

Standard example

private _camera = "camera" camCreate [0, 0, 0];
_camera camPrepareTarget player;
_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;

OFP 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