Hi,
I wanted to inquire, can a three camera setup work with the bricks in the game engine? So one camera displays something for seven seconds, and then loads to another, and then the player camera to begin a game.
Thank you.
Hi,
I wanted to inquire, can a three camera setup work with the bricks in the game engine? So one camera displays something for seven seconds, and then loads to another, and then the player camera to begin a game.
Thank you.
delay ----and-----scene set camera -> camera 1
delay ----and-----scene set camera -> camera 2
delay ----and-----scene set camera -> camera 3
whatever ----and------scene set camera -> (whatever)
I see, interesting. That would mean having to duplicate one level into two others, so duplicating them with their differences. With the player scene having any final changes.
you can play video on a plane in front of a camera using the video texture module
You don’t have to change the scene, you can use the scene actuator to set what the active camera is.
Not sure what you mean by that? Animate moving images on a plane?
Ah I see, delay and always, with a set camera brick. Yes that works.
Thank you.
Originally Posted by BluePrintRandom delay ----and-----scene set camera -> camera 1
delay ----and-----scene set camera -> camera 2
delay ----and-----scene set camera -> camera 3
whatever ----and------scene set camera -> (whatever)
Yep these are the basics ey but if you’ve maxed so many delays in the seen you can actually add a timer script and set any time you want !!! If you want the script just ask !!!
Fred/K.S
Hmm, I tried this on the main camera for the first person.
As just doing it on camera 4 and then go to 2, and then somehow set it to camera 1 doesn’t work.
Here is the setup.
Instead of complicating stuff, just use an animated camera, one animation per camera angle/movement.
camera.004
camera.002
so there is no switch back to camera.001
use a new object(empty) use it states
state1 - delay - set camera1
state2 - delay - set camera2
etc
make it easier for your self, not harder.
dont forget to select the level button of the delay if you use states.
using the method Leinadien said (animate the camera positions), you could have an action actuator record its frame to a property. then based on what that property is (greater than the end frame), switch to the player camera. that way you dont have to bother with the finicky delay sensors.
Here it’s very simple, to play the animation in the final thing you’re making activate states that triggers the animations.
cutscene.blend (479 KB)
That example doesn’t work for me. And I’d need three cameras, as I want one object to be removed after the view of it.
So states are one way of trying to get this to work, yeah erm. Okay.
You can also be creative, if you want something to trigger after a certain amount of time you could create an animation of a cube moving towards a plane, you could make the animation 10 seconds long before it hits the plane, when it hits the plane send a message that makes something happen. There are always more practical ways to make things happen than messing around with code.
I don’t know how to program.
so therefore the bricks was the only way to get this to work.
So first camera camera004 views scene, then once done, the object is removed, and the next camera loads and then the next camera is the first person.