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hpl3:game:scripting:user_modules:camera_animation [2015/09/16 12:23] ian.thomas [Important Functions] |
hpl3:game:scripting:user_modules:camera_animation [2015/09/16 12:25] (current) ian.thomas [Node properties] |
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| ==== Node properties ==== | ==== Node properties ==== | ||
| - | **MaxYaw/MaxPitch** \\ | + | === MaxYaw/MaxPitch === |
| Dictates how far the player is allowed to rotate the camera away from the target forward rotation. This value is interpolated between nodes. | Dictates how far the player is allowed to rotate the camera away from the target forward rotation. This value is interpolated between nodes. | ||
| - | **LookSpeedMultiplier** \\ | + | === LookSpeedMultiplier === |
| How fast the player can rotate the camera. | How fast the player can rotate the camera. | ||
| - | **ForwardTime\\ | + | === ForwardTime === |
| - | ** The time it takes to move from this node to the next at full speed forward. | + | The time it takes to move from this node to the next at full speed forward. |
| - | **BackwardTime** \\ | + | === BackwardTime === |
| The time it takes to move from the next node to this one at full reverse speed. | The time it takes to move from the next node to this one at full reverse speed. | ||
| - | **AutoMovement** \\ | + | === AutoMovement === |
| Dictates how the animation behaves when no movement input is given, or when movement input is disabled. 0 stops movement, 1 is as if given full forward speed (animation will finish after [ForwardTime] seconds), -1 is as if given full reverse speed. | Dictates how the animation behaves when no movement input is given, or when movement input is disabled. 0 stops movement, 1 is as if given full forward speed (animation will finish after [ForwardTime] seconds), -1 is as if given full reverse speed. | ||
| - | **LookMoveDistance\\ | + | === LookMoveDistance === |
| - | ** The length between this node and the next the player can move just by looking toward the next node, given as a value between 0 and 1. | + | The length between this node and the next the player can move just by looking toward the next node, given as a value between 0 and 1. |
| - | **LookMoveMaxAngle** \\ | + | === LookMoveMaxAngle === |
| The maximum angle away from the next node the player can look and still move forward. Only valid if LookMoveDistance > 0. | The maximum angle away from the next node the player can look and still move forward. Only valid if LookMoveDistance > 0. | ||
| - | **InteractiveMovement\\ | + | === InteractiveMovement === |
| - | ** If checked, the player can control the movement between this node and the next. If unchecked, the AutoMovement property has complete control over the movement and should not be set to 0. | + | If checked, the player can control the movement between this node and the next. If unchecked, the AutoMovement property has complete control over the movement and should not be set to 0. |
| - | **CrouchOnExit\\ | + | === CrouchOnExit === |
| - | ** If checked, the player will automatically crouch if the animation is ended at this node. | + | If checked, the player will automatically crouch if the animation is ended at this node. |
| - | **InitToCamera\\ | + | === InitToCamera === |
| - | ** If checked, the node is given the orientation of the camera when the animation starts. This is very useful when you want the animation to have a smooth beginning, or you want to make sure the player is returned to where they were when the end node is reached. | + | If checked, the node is given the orientation of the camera when the animation starts. This is very useful when you want the animation to have a smooth beginning, or you want to make sure the player is returned to where they were when the end node is reached. |
| - | **UsePlayerEyeline** \\ | + | === UsePlayerEyeline === |
| If ticked, instead of using the Y-value of the node itself, the camera system uses the Y-value that the player's eyeline should be at that point (i.e. from the ground/floor upwards). | If ticked, instead of using the Y-value of the node itself, the camera system uses the Y-value that the player's eyeline should be at that point (i.e. from the ground/floor upwards). | ||
| - | **CallbackFunc** \\ | + | === CallbackFunc === |
| Function in the level script that should be called when reaching this node. The syntax is bool FuncName(const tString &in asEntity, int alDirection), where asEntity is the name of the node and alDirection is 1 if moving forward and -1 if moving backward. | Function in the level script that should be called when reaching this node. The syntax is bool FuncName(const tString &in asEntity, int alDirection), where asEntity is the name of the node and alDirection is 1 if moving forward and -1 if moving backward. | ||
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| Start a camera animation. | Start a camera animation. | ||
| - | ==== CameraAnimation_End ==== | + | === CameraAnimation_End === |
| Stop a camera animation. | Stop a camera animation. | ||
| - | ==== CameraAnimationNode_SetAutoMove ==== | + | === CameraAnimationNode_SetAutoMove === |
| Allows you to pause or continue animation at a particular node. | Allows you to pause or continue animation at a particular node. | ||
| - | ==== CameraAnimationNode_SetInteractiveMovement ==== | + | === CameraAnimationNode_SetInteractiveMovement === |
| Allows you to enable the player to progress within a particular node. | Allows you to enable the player to progress within a particular node. | ||