hey guys. how do i change my game camera. i.e im using default cam, then at a certain point i want it to change position, follow me, then at a later point, return to the default. is it something im not seeing in the cam object properties or is it something else. imagin a tunnel. i have normal cam for before the tunnel, then i want it to change to follow me through, then return to normal again. help![]()
thanks for a response but i have seen that. must admit this editor is mad powerful i just dont know how to use the good stuff yetthe cams in that vid are static but what im trying to get is a switch from one tracking cam to another. its prob something dead simple and i just havnt seen it yet.
Just running this through my head... I think it might get a little more complicated than you may have initially anticipated. While I believe what you're after is totally feasible, I'm not 100% on the following instructions
HOWEVER, first test if you can glue the custom camera to the driver (or bike). If not.....
[list:beusi59r]You'll have to use an (OPE) Object Position Event to move the camera how you want (OPE seems to be all I've talked about these past few days!).
Have the OPE fire every tick with an Interval Trigger.
Hook the OPE to your custom Camera.
Next, you need to set up 3 Object Info Data Sources to get the X, Y and Z positions of the driver.
In the Properties of your OPE, disable the Local setting for the Position settings. Next, hook up each X, Y, and Z property to the corresponding Object Info Data Source.[/list:u:beusi59r]
As things are now, if you Test the track, your camera will 'stick' to the driver and won't be any use, so we need to be able to pull it back so you can see the driver properly. This is where things get a little more experimental and theoretical, as I'm not entirely sure what will happen!
[list:beusi59r]I would try setting up another OPE, again targeting the camera. However, this one won't read off the Object Info Data, and instead we'll just punch in a positive value for the Y Position (to raise the camera) and a negative value for the Z Position (to pull it back).
Have the OPE receive an impulse from the first OPE.[/list:u:beusi59r]
Ok, so, in theory the first OPE will fire and move the camera to where the driver is, then the 2nd OPE will fire, pulling it back a set distance. This should all happen within one frame, so you're not gonna see a flicker of the camera 'inside' the player.
Give that a test for now, then we'll look into actually triggering the camera to activate when you want, instead of it just being constantly activated (which is what the above method would do).
thanks very much. im new to this and havnt even bin near the data stuff yet. im gona have to read that a few times lol but again thanks. if any1 else has tips please do add them.
By the way, the post I made above is for actually physically moving the camera. If all you need is a stationary camera to always face the player, just switch the Target setting to 'Object'. Now just select the driver as the object. The Target setting can be found in the Advanced Camera Settings of the Camera objects properties.
yeah its a moving one im after. just a thaught, and this would be easier if pos. can you change the properties of the game cam itself on the fly. there si an event called "camera event" but i dont know what this is used for.
Yeah, pretty much any property - something with a value, tickbox or slider - can be changed on the fly. However, I don't think it's possible to change the target of something (for instance, changing the target object of a camera).
For changing properties this way (plus a little example), see this video:
The Camera Event seems to be used to make the game use the camera, regardless of whether or not the player is in range of the camera. The description of the event seems to suggest that it's main use is to create cinematic endings.
If you've created a situation where the player is waiting somewhere, and they're in range of a camera, but you want to delay when that camera becomes active, you can have the camera be initially disabled, then enable it with a State Event. Once enabled via the State Event, you'll find that the game pretty much snaps to the view of the camera without interpolation - it's so quick it's more like a cut.
You can prevent this from happening by animating the value of the Interpolation with a Curved Data Source. That's another matter, but I'll cover it for you if you want![]()
thanks for your time friend. i think i will tinker with these tips and suggestions for now. im still new to the editor so im prob getting ahead of my self but when i get to it properly i will post again or pm you if that is ok. thanks again.
This shouldn't be too hard to fake. I would just set up a duplicate camera pointing at the second object. Then use a little dynamic logic to move from one enabled camera to the other.Originally Posted by SeriousStu