Camera... starting views on CS maps? Created 16 years ago2007-08-24 13:24:34 UTC by Noobish UMP45 Noobish UMP45

Created 16 years ago2007-08-24 13:24:34 UTC by Noobish UMP45 Noobish UMP45

Posted 16 years ago2007-08-24 13:24:34 UTC Post #232767
I've been looking all over the forum, but all I find are camera SCREEN type posts where you look into a monitor type deal...

I'm wondering how you set up cameras when a player first joins a map for CS 1.6, and he can see various locations across the map like in de_Nuke, de_Dust, etc.

I'm completely done with my map except for this part, so quick reply from someone would be appreciated greatly!
Posted 16 years ago2007-08-24 13:57:53 UTC Post #232769
Try decompiling the maps and having a look for yourself.
Great way to figure stuff out ;)

edit just look at these pictures.
There doesn't seem to be anything behind it.
A camera with a target...
User posted image
A target the camera faces...
User posted image
Posted 16 years ago2007-08-31 15:32:35 UTC Post #233236
I don't map for CS, though in Team Fortress Classic mapping, that "starting view" you get along with the server MotD and whatnot is just an info_player_start. Adjust its height and angling and bam, there you go.
Posted 16 years ago2007-09-01 13:08:09 UTC Post #233284
The starting cam thing is a poorly documented/not documented at all and, thus, rarely used CS feature.
It's very simple to get up and working though.

Just set up your cams (targets, angles, etc.) and name them cam1, cam2, cam3...
They'll be triggered automatically in this order once the map is loaded.
Daubster DaubsterVault Dweller
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