Author Topic: targetting intermission cameras  (Read 4087 times)

chompers

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targetting intermission cameras
« on: July 17, 2006, 03:08:56 pm »
I'm having problems getting some of the intermission cameras to face the right way.

The entity help says to target them to a target_position or info_notnull, either of these works for info_player_intermission, but neither seems to work for info_human_intermission or info_alien_intermission. The camera entities are there and working, but always facing angle 0 0 0, and no, I have no angles defined in the intermission entities.

edit: looking at tremor and arachnid map files, seems everyone sets the angles manually. So, it just doesn't work?

[db@]Megabite

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targetting intermission cameras
« Reply #1 on: July 17, 2006, 03:52:52 pm »
You can use the rotate tool to change direction. The view angle is the angle of the arrow pointing out of the entity.

Danny
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Teiman

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Re: targetting intermission cameras
« Reply #2 on: July 17, 2006, 10:11:05 pm »
I am newbie, I have no idea. but are these info objects inside the map or outside? maybe are removed.

DarkRogue

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targetting intermission cameras
« Reply #3 on: July 18, 2006, 03:17:32 am »
Info_intermission
target: whatever

info_notnull
targetname: whatever


and yes generally good idea to have entities inside the map boundaries ;) The one exception I think being terrain related.
n game name: Xiane

Revenant

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targetting intermission cameras
« Reply #4 on: July 18, 2006, 04:22:45 am »
Shouldnt you just give it an angle key to point it in the proper direction?  Thats how regular info_player_start and info_intermission work, so it should be the same

DarkRogue

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targetting intermission cameras
« Reply #5 on: July 18, 2006, 08:14:23 am »
not if you want it to point at an angle other than a flat axis the ent tab pretty much allows only: N, NE, E, SE, S, SW, W, NW, Up or Down. getting it at a 45 degree angle facing sw and down is impossible without the free rotation tool or directing it with linked ents.
n game name: Xiane

chompers

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targetting intermission cameras
« Reply #6 on: July 19, 2006, 06:41:31 pm »
I currently have something like 250 degrees yaw with 20 degrees pitch, manually set in the angles key and it works fine.

It says you can do it in entities.def, but it only works that way for one of the three intermission cameras.

No big deal. It would just be nicer to be able to do it by eye in the radiant camera view with targeting rather than guessing the values or putting a protractor to the screen - I want to frame the intermission shot with precision.