Alright, so what I want to do is make a cinematic sequence where the camera takes control at the point where the person is, so you are walking around and something happens and than the camera takes control but it is in the exact same place as you were looking at than it smoothly turns to look at an object. Like you are moving the head, although the game is pretty much forcing you to look at the object.
I would think something like this.
Parent the point_viewcontrol to info_player_start
have after a time I make it so the point_viewcontrol is set to enable
You are now in the view, and you make it so the point_viewcontrol looks at info_target at the point i want the person to look.
Although what confuses me, is how would I make it so the point_viewcontrol smoothly looks over to the door.
If any of you have played the Penumbra games, there are moments where the game will take control of your view, such as with Clarence in Black Plague, he would force you to look some where. Remember I want this all from the exact position that the player is standing at so he can move around.
It would help a ton! if anyone could help me out!
Well parenting the point_viewcontrol to the player wouldn't be the best idea, since, well, it can't really move besides the player.
What you can do though is the point_viewcontrol entity does have a flag to follow the player so try that.
I don't know if this would work but you can try spawning a func_rotating with a point_viewcontrol parented onto it with a point_template. Then once you are ready you can fire it, and adjust the settings to what you like.
Though I haven't testing this, so yeah.
Well problem with that is how would I make the point_Viewcontrol look exactly where I want (info_Target) with the rotating parented on? The rotating will just spin and spin and not know when to stop wouldn't it...?
True. :suicide:
[del]Perhaps try something with a func_tracktrain? I believe you can change the orientationtype to something like linear, and I think that would make it bend into it.[/del]
That wouldn't work. :smith:
I've got nothing.
You could have a model which consists of a simple box with an invisible texture, and a null which you use as your camera, and just move and rotate your null in a 3d package (such as max) to create the animation, then just use setparentattachment to your null's name on the viewcontrol. This will take a while to set up though.
You know what... I think I may just not make something like this... lol seems like to much work.
Yeah, the only good way to do camera shit in source is using the method I posted above, anything else looks shitty due to the "grid" nature of movement things like tracktrains (if you had an info_target parented to one) have.
They used methods like the OP describes in Lost Coast if anyone recalls.
Take a look at the map file for the HL2 Lost Coast map. When you pressed use on most of the commentary bubbles, it froze player and panned over to whatever it wished to show you, before slowly panning back to the player.
[editline]11:58PM[/editline]
If you want I can take a look for you and describe how to do it in steps if it's possible without coding.
mmm that could be a way... I would really appreciate it if you could take a look :D lol
Sorry, you need to Log In to post a reply to this thread.