Cameras Created 19 years ago2004-09-26 02:01:45 UTC by nO0b4LiFe nO0b4LiFe

Created 19 years ago2004-09-26 02:01:45 UTC by nO0b4LiFe nO0b4LiFe

Posted 19 years ago2004-09-26 02:01:45 UTC Post #62097
Ok, i have seen many camera tutorials but none seem to fit my need. What i want is a actual camera that u can see in game (already made one) that when u go to view it, it moves from side to side like its scanning it can also scan when no one is looking at it. The other optional thing is to make it blow up if u shoot it.
Thanks
Posted 19 years ago2004-09-26 02:15:53 UTC Post #62098
Are you sure you read the tutorials properly? The easiest way to do this is to setup the camera in the room you want it in. Make it follow a func_train for the side to side movement. Then, put a trigger in the room you want to 'view' it. Make it a brush shaped like a screen or something. This is what will happen:

1.) Player 'uses' the screen
2.) This triggers the camera which is in the other room
3.) The camera endlessly follows the func_train creating the side to side movement

You'll have to figure out how to unuse it because I can't think at the moment. :P
AJ AJGlorious Overlord
Posted 19 years ago2004-09-26 05:07:58 UTC Post #62115
cameras have a time limit on how long oyu will view them for. just make the button reset at the same time the camera ends.
Posted 19 years ago2004-09-26 18:13:50 UTC Post #62228
Can you make a prefab or something cuz i cant seem to do it i dont know y maybe im jsut retarded :nuts:
Posted 19 years ago2004-09-26 21:19:20 UTC Post #62254
Seriously, try building a simple camera. The tutorial located here cough cough should be very easy to understand (I hope).
AJ AJGlorious Overlord
Posted 19 years ago2004-09-26 22:55:59 UTC Post #62271
ill try lata
Posted 19 years ago2004-09-26 22:57:31 UTC Post #62272
o does that tutorial make the camera move
Posted 19 years ago2004-09-27 01:02:27 UTC Post #62282
As it says in it, make it follow a func_train. The func_train, using a bunch of path_corners would be set up to move from side to side.
AJ AJGlorious Overlord
Posted 19 years ago2004-09-27 11:39:52 UTC Post #62408
There's an article on VERC that creates an oscillating camera that follows a func_train. Nice-looking security camera actually. Search for it there.
Posted 19 years ago2004-09-27 12:06:01 UTC Post #62416
i have tried to make a camera not work when you shoot it, the only thing i can think of is to get a static texture (possibly animated) and place it on a brush in front of teh trigger_camera entity, have teh statis tex on a side that teh player can't see, and tex the rest of teh brush blue, and set up it's render modes, now set it all up with a multi_manager to stop teh train from moving when teh brush based camera is destroyed. and set the render of teh static brush so that the statis side is now visible when you look through teh camera.

please god tell me there is an easier way because i can't check right now and i think this is long winded but produces a nice effect.

is there a master in the camera?

can you set teh func button to trigger anotehr func_camera when the camera brush is destroyed?

i'm pretty sure i've tried all these thigns, but that was a year ago, and i have learnt more stuff, but never went back to teh camera problem.
Posted 19 years ago2004-09-27 17:11:04 UTC Post #62476
Cameras don't have masters but you can put a func_breakable around the camera and trigger a trigger_changetarget to change the camera's target from the func_train to a stationary target.
Posted 19 years ago2004-09-27 20:41:24 UTC Post #62521
ok can some one just make a prefab and email it to me cuz i cant seem to do
rvpps2rocks@pacbell.net
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