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CTF-BULL_FallOut you will find some 24 camera spot setups. It works very easy. Place it where the viewpoint should be,meaning where the active scene will be recorded. Go in any view of Top, Front or Side and rotate the actor untill it's arrow points to the scene location. - Caption = the text that will show in the players hud while viewing for example "Bulldozer SpyCam AirTube2" - CaptionColor = the text color. - FOV = the players Field Of View in camera. - OverLayTexturesModulated = the monitors ViewShape for example "Texture'MyLevel.Camera.CameraSpotModulated00" - OverLayTexturesTranslucent" = the corner textures for example 0 = Texture'MyLevel.Camera.CameraSpotTranslucent00' 3 = Texture'MyLevel.Camera.CameraSpotTranslucent03' 8 = Texture'MyLevel.Camera.CameraSpotTranslucent08' 11 = Texture'MyLevel.Camera.CameraSpotTranslucent11' setup you will need a trigger aswell, this trigger will stand at the location from where to view. Events > Event > "camera1" the cameraspots name InitialState > Normal Trigger All other settings as default. I put these on 2 maps only, cos ppl have no time for such toys. they just frag. Copyright 2001-2002 by Mychaeel «mychaeel@planetunreal.com» Designates a view spot for players. When this actor is triggered, sets the instigator's viewpoint to itself; when untriggered, sets the instigator's viewpoint back to him/herself. To be able to use this actor you first got to load the small map cameraspot.unr in memory, so the actor will be available, as it is content in MyLevel in that map, then load your own map or create a new map, to put it in your map. Now i'm not really sure that the textfile available in the zipfile from Michael is very clear, i will explain what i did to use these cameraspots. At the place where you want the player to stand and view the scene, you put a trigger that will "use" the cameraspot, and at the place of the scene to be viewed place the cameraspot. Both may be at the same place but it's not an obligation. If you make some scope, you may place both close to eachother, while you make some room to be observed or spyed at, you place trigger on playersspy place and the cameraspot in the spyed room. you may want to make it a straightforward non-moving camera or some rotating camera like the spycams in warehouses. Open The properties for that cameraspot » Cameraspot » Texture'MyLevel.Camera.CameraSpotTranslucent00' » Texture'MyLevel.Camera.CameraSpotTranslucent03' » Texture'MyLevel.Camera.CameraSpotTranslucent08' » Texture'MyLevel.Camera.CameraSpotTranslucent11' or none if you don't want corners to be drawn at all, but this will just look like plain full screen, not very usefull. original point to the next still point before return to startpoint, just like movers do. Locations and rotations always use these values. Grid values work as above the originpoint and left are Minus Under the originpoint and right are Positif X >> this is breadth from left to right from - to + Y >> This is width from you - to the horizont + in length Z >> This is the vertical axis from up + to below - Properties > Movement > Rotation Here you will find other definition like Pitch, Roll, Yaw, these are just the same as X Y Z. Now my example would make something like this Pitch = -1024, Roll = 0, Yaw = -49128 Non-conform values are allowed, but works better with powers of 2. These settings would make the camera to look slightly to the floor (pitch=-1024) and start at the leftsidefrom its origin (yaw=-49128) Here you will appreciate why i always say to use the grid and powers of 2 valus, cos all things in UED use these values, movers do ladder volumes do, cameraspots do. So values for rotation may go through 0,4096,8192,12288,16384,24576,32786,49128,65536 Properties > Movement > Object > InitialState RotateContinuous = self explanatory RotateToggle = rotates to the endpoint, pauses and comes back to origin. RotateNone = No rotation, don't use None instead,this dun work same. Properties > Events > Tag = Camera_1 or whatever you like but remember to give each camera its own unique nametag also for the triggers triggering "that" camera. The trigger setup > » Put the trigger where the viewer-player stands while viewing. Prioperties > Events > Event = "that" cameraname "Camera_1" you can give a tagname on the cams as whatever you like, but when you come to trigger include camera names, you are forced to use the event name of that camera you want to use. Not nescessary to name the trigger but for easier search, it's worth it So Camera one has Tag = Camera_1 Trigger one has name = trigger_1 using camera one Tag » Camera_1. So Camera two has Tag = Camera_2 Trigger two has name = trigger_2 using camera two Tag » Camera_2. camera properties > Events > Tag > Camera_1 Trigger properties > Events > Tag > Trigger_1 Trigger properties > Events > Event > Camera_1 Trigger's initial state is = normal trigger Trigger > InitiallyActive = true All settings by default stay as they are. |