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@dsvensson
Created September 12, 2022 07:17
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@PointClass base(AppearFlags,targetname) size(-16 -16 -16,16 16 16) color(255 128 128) flags(Angle) = misc_camera : "Ingame cinematic camera(No COOP/DM), will fade/move based on times in seconds. The first fade (out) is from previous camera to background colour. The second fade (in) is to current camera view. The linear movementwill start at the same time as the fade in process. Start -> Fade Out(waitmin1) -> Fade In(waitmin2) / Movement (waitmin3) Once 'Fade in' has finshed then the pause timer (wait) starts.Waitmin3 = Waitmin2 + Wait (Sync everything to finish together) To sync the final camera to a player start, finish 22 map units above angles = up/down, angle, tilt left/right 'pitch roll yaw'up/left = negative value, down/right = positive valuedeathtarget, modeltarget & returntarget have to be defined on first cameraBe aware that coop is not supported, so be careful of trigger eventsand decide on a coop not working message2." [
spawnflags(Flags) = [
1 : "Player" : 0 : "Show the player model when starting cinematics"
2 : "Skipable" : 0 : "Allow the cinematic to be skipped (exit after fade)"
4 : "Fadeout" : 0 : "Fade OUT previous camera (time = waitmin)"
8 : "Fadein" : 0 : "Fade IN this camera (time = waitmin2)"
16 : "Fixed Angle" : 0 : "All cameras in a chain will use the first camera angle"
32 : "End Camera" : 0 : "Only the fade in/out work, the origin/angle are ignored"
]
targetname(target_source) : "Name" : : "Camera name for linking into target chains."
message(string) : "Message" : : "Text to centerprint when camera is viewed."
message2(string) : "Message (coop warning)" : : "Text to centerprint if coop is active."
target(target_destination) : "Target (next cam)" : : "Points to the next camera in a chain/sequence"
target2(target_destination) : "Target2 (Starting of cinematic)" : : "Additional target(s) to trigger when camera is viewed"
deathtarget(target_destination) : "Targets (Finishing of cinematic)" : : "Additional target(s) to trigger when the cinematic finishes."
sounds(choices) : "Sound Style" = [
1 : "Secret"
2 : "Talk(def)"
3 : "Switch"
4 : "Silent"
5 : "Custom"
6 : "Secret2"
]
noise(sound): "Custom sound" : : "Sound to play when message is centerprinted."
angles(integer) : "Direction the camera will face (Pitch Yaw Roll setup)"
angletarget(target_destination) : "Direction the camera will face (using info_target)"
focalpoint(choices) : "Camera Focal Point" : : "Always focus the camera on angletarget (=1 enabled)" = [
0 : "Default"
1 : "angletarget "
]
angleblend(integer) : "Blend between current/last camera angles (def=0.03 range=0-1)"
modeltarget(integer) : "Location of fake player mdl (use info_camera_destination)"
returntarget(integer) : "Location of returning player (use info_camera_destination)"
pos1(color255) : "Starting Background colour"
pos2(color255) : "Finishing Background colour"
waitmin(integer) : "Fade OUT prev cam (def=1s)" : : "Fade OUT time (def=1s, minimum=0.1s)"
waitmin2(integer) : "Fade IN this cam (def=1s)" : : "Fade IN time (def=1s, minimum=0.1s)"
sighttarget(target_destination) : "Position the camera will travel towards (use info_target)"
waitmin3(integer) : "Speed at which camera moves towards sighttarget"
wait(integer) : "Time to wait while showing camera (-1 = wait for key)"
controltarget(integer) : "Bezier Curve control point (has angletarget defaults)"
nodebuginfo(choices) :"Debug Info" : : "All debug info displayed via developer=1 is blocked" = [
0 : "Default"
1 : "Block"
]
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