Trigger_camera gone crazy Created 17 years ago2006-10-23 07:10:18 UTC by Daubster Daubster

Created 17 years ago2006-10-23 07:10:18 UTC by Daubster Daubster

Posted 17 years ago2006-10-23 07:10:18 UTC Post #200499
Ok, I'm trying to make a pretty simple ent setup.
A camera is triggered, it follows a set of path_corners and has a func_train, as it's target, following another set of path_corners.

I've tried to get this work, although the following problems occur:

1. The camera won't even start at it's path
2. The camera's hold time is set to 20, although it actually works for like 1 second..

I've tried everything to fix it. I've re-created the camera entity, I've experimented with triggering times, etc. I searched the forums, although no answer..
The camera has 'Freeze Player' ticked in it's flags and the acc/dcc speed is '100/2'.

Any ideas? :(
Daubster DaubsterVault Dweller
Posted 17 years ago2006-10-23 07:59:09 UTC Post #200511
It sounds like the camera is being triggered a second time 1 second after it starts...perhaps on the 'fire on pass' property of that first path-corner? I've found that I have to place the camera near/behind it's first path-corner. Also try a faster acc/dcc speed like 500/250 and initial speed 85; that's what I use in my maps. Also, moving camera through its path corners is like driving a car on ice; it tends to overshoot the path when turning. The paths are more like suggestions to the camera entity.
Posted 17 years ago2006-10-23 08:53:28 UTC Post #200517
It sounds like the camera is being triggered a second time 1 second after it starts...
I've already overlooked that. No additional triggering.

Moved the camera to the 1st path_corner, adjusted the initial/acc dcc speeds - it's still the same.

I have 3 more cameras in the map, that are triggered before the problem-causing one. Maybe there's a limit, or something?
Daubster DaubsterVault Dweller
Posted 17 years ago2006-10-23 09:00:56 UTC Post #200520
I dont think there is a limit for cameras.(I used 3 cameras in a map but dont know above it)
*But if that camera is triggered by an auto_trigger it may be the problem.
*Maybe you accidently give the same name to both cameras or path corner?
*You know that every camera look at 0' angle at the start.You cant change that so if you have given an angle to a camera it may also be the problem.I'm not sure...
Posted 17 years ago2006-10-23 09:15:25 UTC Post #200522
The camera is triggered by a multimanager.
The paths are fine.
I changed the Yaw to 0.

No changes.
Daubster DaubsterVault Dweller
Posted 17 years ago2006-10-23 14:32:28 UTC Post #200557
I really need this done.
Any ideas? :(
Daubster DaubsterVault Dweller
Posted 17 years ago2006-10-23 14:49:14 UTC Post #200558
Maybe upload the map to the problem vault and someone could find a mistake that you have overlooked?
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-10-23 19:58:32 UTC Post #200615
I didn't know there were 3 cameras... extend the first camera's hold time by 20 or more; that's the problem.
Posted 17 years ago2006-10-24 07:51:25 UTC Post #200653
I can only guess, but it seems that once you trigger any camera, that camera's hold time needs to be long enough to contain any other camera sequences you use in that map. I haven't tested fully, and I've only used multiple camera sequences that were back to back. For instance, I've never tried a camera sequence at the beginning and then another at the end of one map with a long time in between.
Posted 17 years ago2006-10-24 10:03:37 UTC Post #200663
Increased the hold time.
That didn't change anything at the 4th camera.

I've tried re-playing the level with 'developer 3' to see, if the camera's been triggered again.

The weird thing is, that when the 4th camera goes out - the info_target of the 3rd camera is triggered. And I have no ents, that would trigger the info_target.. Maybe that's the problem?
Daubster DaubsterVault Dweller
Posted 17 years ago2006-10-24 19:22:13 UTC Post #200742
If you can put it in problem maps, I'll have a look.
Posted 17 years ago2006-10-25 11:41:13 UTC Post #200792
It's ok.
Since the map won't have any player action, only camera work - I've decided to scrap em' and use a completely different setup.

Thanks for the great suggestions anyway. :)
Daubster DaubsterVault Dweller
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