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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »any way to lock the characters camera control?

Author Topic: any way to lock the characters camera control? (9 messages, Page 1 of 1)
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sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Aug 15, 2012 08:14 PM    Msg. 1 of 9       
Say i was to make a 1fp styled cutscene, but i dont want the player to have the ability to move his camera around freely as 'camera_control' still leaves that leverage for the player.
Also is there a possible way to give that up and down motion (as if you are walking) for the camera as the same time? For cutscene purposes of course..


teh lag
Joined: May 6, 2008


Posted: Aug 15, 2012 08:28 PM    Msg. 2 of 9       
You can create an animation in 3ds max of your desired camera's movement (just a single node in the scene, name does not matter iirc) and then play it back in-game with the command "(camera_set_animation <animation_graph> <string>)". Note that this would require any part of the FP view (arms, weapon, etc) desired to also be in the cutscene to be animated with movement matching the camera's, and would need to be exported separately. I'm not 100% certain but depending on how Halo assigns the node movement to the camera it *might* be possible to apply the same animation to your arms and the camera, with the scene's root node (bone24 for the fp arms) containing the camera's animation... you would need to try for yourself however.
Edited by teh lag on Aug 15, 2012 at 08:32 PM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Aug 15, 2012 08:36 PM    Msg. 3 of 9       
You could also just attach ai and a command list to the player, and disable input and camera control.

(script static void fplook
(player_enable_input 0)
(player_camera_control 0)
(ai_attach (unit (list_get (players) 0)) ai_name)
(ai_command_list_by_unit (unit (list_get (players) 0)) command_list)
(sleep BLAH)
(ai_detach (unit (list_get (players) 0)) ai_name)
(player_enable_input 1)
(player_camera_control 1)
)


The command list would have the camera looking behaviors.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff. ― Carl Sagan


Posted: Aug 15, 2012 09:22 PM    Msg. 4 of 9       
Quote: --- Original message by: sierra117
i dont want the player to have the ability to move his camera around freely
Why not?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Aug 15, 2012 09:25 PM    Msg. 5 of 9       
I believe he wants to do some type of first-person cinematic, a la H3ODST or Reach.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Aug 15, 2012 10:15 PM    Msg. 6 of 9       
(player_enable_input 0) ?


afD2345
Joined: Apr 2, 2011


Posted: Aug 16, 2012 01:38 PM    Msg. 7 of 9       
(player_enable_input false) == the player can't move, but can freely look.
Edited by afD2345 on Aug 16, 2012 at 01:39 PM


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Aug 17, 2012 03:01 AM    Msg. 8 of 9       
Quote: --- Original message by: afD2345

(player_enable_input false) == the player can't move, but can freely look.
Edited by afD2345 on Aug 16, 2012 at 01:39 PM

that's the thing, i dont want the free looking aswell


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Aug 17, 2012 09:27 PM    Msg. 9 of 9       
Get a biped as the "camera" and use camera_set_first_person <unit>

 

 
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