Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by EternallyCurious. 04/25/24 10:20
Trading Journey
by howardR. 04/24/24 20:04
M1 Oversampling
by Petra. 04/24/24 10:34
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Scripts not found
by juergen_wue. 04/20/24 18:51
zorro 64bit command line support
by 7th_zorro. 04/20/24 10:06
StartWeek not working as it should
by jcl. 04/20/24 08:38
folder management functions
by VoroneTZ. 04/17/24 06:52
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
5 registered members (AndrewAMD, TipmyPip, VoroneTZ, Quad, 1 invisible), 688 guests, and 11 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 3 of 3 1 2 3
Re: The Ultimate Resident Evil Camera [Re: Orange Brat] #38223
12/21/04 14:05
12/21/04 14:05
Joined: Jul 2004
Posts: 51
TX
Evil_Level_Designer Offline
Junior Member
Evil_Level_Designer  Offline
Junior Member

Joined: Jul 2004
Posts: 51
TX
yes i'm using Max2Gs , and it exports all the cameras perfectly. But it doesnt export them as entities , it exports them as cameras (like when you right click on a wed window and select add position and sets a camera) , but i dont see an option to add any actions to them. So I'm not sure if there's something i'm doing differently or if i'm just missing something. Here's a pic of a very small and basic test level , you can see the cams i have on there , it goes to camera1 when i run it , but dont really understand how to implement the code because i cant set an action for the cameras when i right click them .

http://home.rgv.rr.com/demonicdynasty/temp.html

Re: The Ultimate Resident Evil Camera [Re: Evil_Level_Designer] #38224
12/21/04 14:38
12/21/04 14:38
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Unless there's a way to access a position, via cscript, and assign something to it, then you'll have to either make sure to include your camera/trigger entities at the camera's position before exporting or go through and replace all of the positions with them in WED.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Ultimate Resident Evil Camera [Re: Orange Brat] #38225
12/21/04 14:48
12/21/04 14:48
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
myrlyn68 Offline
Senior Expert
myrlyn68  Offline
Senior Expert

Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
A quicker way of handling that is to change out one of the cameras in WED (or place an entity at nearly the exact location of the camera) and then pop open the WMP with a text editor. You should be able to see clearly how the entity position is identified compared to a camera. Then just run a Find/Replace Routine and reopen in WED. You should now have the appropriate entities where the cameras used to be. Assign the camera action to them (again you can do that in the text editor if you feel comfortable with it), and you are good to go.

Works well with other things too - especially if you have a lot of entities to change out for one reason or another.


Virtual Worlds - Rebuilding the Universe one Pixel at a Time. Take a look - daily news and weekly content updates.
Re: The Ultimate Resident Evil Camera [Re: myrlyn68] #38226
12/22/04 07:58
12/22/04 07:58
Joined: Jul 2004
Posts: 51
TX
Evil_Level_Designer Offline
Junior Member
Evil_Level_Designer  Offline
Junior Member

Joined: Jul 2004
Posts: 51
TX
Would it be possible to do something like , have an invisible model used for the trigger , and have the trigger set view to one of the cameras already in the level , say if coliision with me , set view = cam01 , and make another one for camera 2 that would say if collision with me , set view = cam02. So that it would just point to use the other cam as oppossed to creating one.

Re: The Ultimate Resident Evil Camera [Re: Evil_Level_Designer] #38227
12/22/04 09:48
12/22/04 09:48
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Nothing gets created in the script....it takes what you've placed in the level and uses the skill1 values to keep everything paired up and working right. You can also use any kind of entity that can have an action assigned to it for the camera, so that means models, map entities, or sprites.

I think the only way you can get access to an actual "position" would be to use "str_for_entname"(I think that's it) to get the name of the position(pos_000, pos,001, etc) and get that into the array in the "set_cam" action some how.

I think it would be less hassle to simply replace the positions themselves with an entity and use the scripts as designed. Since you are using MAX2GS, I know you can export non-level block models and sprites with the level itself, or you can do it like myrlyn68 suggested.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Ultimate Resident Evil Camera [Re: Orange Brat] #38228
12/23/04 09:33
12/23/04 09:33
Joined: Jul 2004
Posts: 51
TX
Evil_Level_Designer Offline
Junior Member
Evil_Level_Designer  Offline
Junior Member

Joined: Jul 2004
Posts: 51
TX
Well I did what Myrlyn68 sujested , but the cameras are nowhere close to the original ones , the script does work though , as cameras do change , but things dont look right at all , I guess i'll keep on fiddling with it.

Re: The Ultimate Resident Evil Camera [Re: Evil_Level_Designer] #38229
12/23/04 11:17
12/23/04 11:17
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Sometimes during runtime you'll find that a camera will get skipped when there's no reason for it to. I don't know why it does this, but the way to fix it is to group all of your cameras and triggers together, save, delete the group, update entities build, undo to undelete them, and then update entities again. The missing camera will magically work again. It did it to me when I was creating the demo and that was the first time it had happened in quite some time.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Ultimate Resident Evil Camera [Re: Orange Brat] #38230
02/20/07 05:34
02/20/07 05:34
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
I completely gutted this and updated the scripts to more reflect that used in The Disenfranchised, as well as newer engine commands (time_step and c_instructions although it is setup to still use the equivalent of the old ent_move). It still lacks the smooth transition from node to node that the game has, but this is a bit better.

I also updated the controls, animation, and player's physics scripts so they're consistent with those found in the 3rd person cameras I have floating around. I also reduced the test level play area and the number of cameras (from 7 to 3).

Finally, you can set all of your camera parameters from WED, now.

http://www.geocities.com/hainesrs/tester3.zip


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Ultimate Resident Evil Camera [Re: Orange Brat] #462050
09/05/16 17:22
09/05/16 17:22
Joined: Aug 2013
Posts: 78
Nottingham
DuaneDawson Offline
Junior Member
DuaneDawson  Offline
Junior Member

Joined: Aug 2013
Posts: 78
Nottingham
how do you use this code?
what do i need to place in med and had what action to what?

Page 3 of 3 1 2 3

Moderated by  adoado, checkbutton, mk_1, Perro 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1