[Resolved] Camera position tricks

I’m trying to tweak camera positions in a single player level, using addCamera in the level file and Camera_UseCameraPoint in the logic file. The results I’m getting are utter nonsense, such as putting 0,0,0 in the target and getting the camera aimed at somewhere significantly below the map’s origin. Anyone out there have any tips?

You might have tried this on your own by now, but I might as well suggest it… why not try a target of 0,1000,0 and see if that raises your previous camera angle. Basically I’m suggesting treating the origin point as if it has been translated to a fixed, not-actually-0,0,0 point, and see if you can approximate the offset. Without knowing anything really, this is the best suggestion I can give you.

I tried spme stuff along those lines, to no luck. :\

Don’t forget to use “Camera_…” in the Event Table !

I try this :

.level :

addCamera("camera_focusonExitPoint",	{470.246, 229.250, -1167.900},	{0, 0, 0})

.lua :

Events.Briefing = {
{
	{ "Universe_EnableSkip(0)", "" },
	{ "Universe_AllowPlayerOrders(0)", "" },
	{ "Camera_AllowControl(1)", "" },
	{ "Sensors_EnableCameraZoom(0)", "" },
	{ "Sound_EnableAllSpeech( 1 )",""},
	{ "Sound_EnterIntelEvent()","" },
	HW2_Letterbox(1),
	HW2_Wait(1),
},
{
	{"Camera_FocusSobGroupWithBuffer('sg_playershipyard_1', 1500, 1500, 3 )", ""},
},
{
	HW2_Wait(1), 
}, 
{
	HW2_SubTitleEvent(Actor_FleetIntel, "$60000", 10), 
}, 
{
	HW2_Wait(1), 
}, 
{
	HW2_SubTitleEvent(Actor_FleetIntel, "$60001", 6), 
}, 
{
	HW2_Wait(1), 
}, 
{
	HW2_SubTitleEvent(Actor_FleetIntel, "$60002", 2),  
}, 
{
	HW2_Wait(1), 
}, 
{
	HW2_SubTitleEvent(Actor_FleetIntel, "$60003", 3),  
}, 
{
	HW2_Wait(1), 
}, 
{
	HW2_SubTitleEvent(Actor_FleetIntel, "$60004", 5),  
}, 
{
	{ "Obj_build1_id = Objective_Add( Obj_build1, OT_Primary )", "" },
	{ "Objective_AddDescription( Obj_build1_id, '$60011')", "" },
	{ "Camera_UseCameraPoint('camera_focusonExitPoint')",""},
},
{
	HW2_Wait(0.8),
	HW2_Letterbox(0),
	{ "Rule_Add('Rule_Buildship')",""},
	{ "Sound_ExitIntelEvent()","" },	
	{ "Sound_SetMuteActor('')", ""},
	{ "Universe_AllowPlayerOrders(1)", "" },
	{ "Camera_AllowControl(1)", "" },
	{ "Sensors_EnableCameraZoom(1)", "" },
	{ "Universe_EnableSkip(0)", "", },
},
} 

It’s worked for me … i used camera with origin 0.0.0 and target 470.246, 229.250, -1167.900 .
This camera target in the correct location and use correct origin. ~

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Hm. I think I was using it in rules outside of the events table. I guess I’ll have to try it inside events and see if that works any better. In any case, thanks for the input.

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Turns out the root cause of my issue was rather embarassing, I had a Camera_FocusSobGroupWithBuffer in the events that I’d forgotten about that was overwriting all my attempts to test things. Whoops.

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