Jump to content
Sign in to follow this  
Zipper5

Controlling OA's new camera shake via scripts

Recommended Posts

I've got a scenario where having an intensive camera shake would add a lot to the immersion of a specific event, but it doesn't happen automatically unfortunately. Therefore I'm wondering if the camera shake is possible to be controlled by scripts? I'm guessing it'd be used via ppEffects, but how does it work in particular? :confused:

Share this post


Link to post
Share on other sites

something like this?

addCamShake [5, 1, 25];

Didnt test, found it in the pathfinder campaign mission.

(when the c130 gets hit)

Whole script:

if !(isMultiplayer) then

{

addCamShake [5, 1, 25];

_curAccTime = accTime;

"colorCorrections" ppEffectAdjust [1, 1.2, -0.005, [0.1, 0.5, 0.9, -0.05], [1, 0.95, 0.9, 1], [0, 0, 0, 0]];

"colorCorrections" ppEffectCommit 0.5;

"colorCorrections" ppEffectEnable true;

"radialBlur" ppEffectAdjust [0.005,0.005,0,0];

"radialBlur" ppEffectCommit 0.5;

"radialBlur" ppEffectEnable true;

setAccTime 1;

while {accTime > 0.75} do

{

setAccTime (accTime - 0.01);

sleep 0.01;

};

setAccTime 0.75;

"colorCorrections" ppEffectAdjust [1, 0.9, -0.005, [0.9, 0.7, 0.5, -0.02], [1, 0.95, 0.9, 1], [0, 0, 0, 0]];

"colorCorrections" ppEffectCommit 3;

"colorCorrections" ppEffectEnable true;

"radialBlur" ppEffectAdjust [0.0,0.0,0,0];

"radialBlur" ppEffectCommit 2;

"radialBlur" ppEffectEnable true;

sleep 1;

setAccTime 0.75;

while {accTime < 1} do

{

setAccTime (accTime + 0.01);

sleep 0.01;

};

setAccTime 1;

} else {

addCamShake [5, 1, 25];

"colorCorrections" ppEffectAdjust [1, 1.2, -0.005, [0.1, 0.5, 0.9, -0.05], [1, 0.95, 0.9, 1], [0, 0, 0, 0]];

"colorCorrections" ppEffectCommit 0.5;

"colorCorrections" ppEffectEnable true;

"radialBlur" ppEffectAdjust [0.005,0.005,0,0];

"radialBlur" ppEffectCommit 0.5;

"radialBlur" ppEffectEnable true;

sleep 0.5;

"colorCorrections" ppEffectAdjust [1, 0.9, -0.005, [0.9, 0.7, 0.5, -0.02], [1, 0.95, 0.9, 1], [0, 0, 0, 0]];

"colorCorrections" ppEffectCommit 3;

"colorCorrections" ppEffectEnable true;

"radialBlur" ppEffectAdjust [0.0,0.0,0,0];

"radialBlur" ppEffectCommit 2;

"radialBlur" ppEffectEnable true;

};

Share this post


Link to post
Share on other sites

Yup, that's it. It works great. Thanks Jelliz. :D

Share this post


Link to post
Share on other sites

What does [5,1,25] do?

Any ideas how I can add this to 6 specific players (in a plane), while another group (on the ground) doesnt recieve this?

Share this post


Link to post
Share on other sites

[strenght, Duration, Frequency] I think (from memory, too lazy to look up atm :p)

Strenght : How violent the shake is.

Duration : How long it lasts.

Frequency: How fast it shakes.

Share this post


Link to post
Share on other sites

For SP mission

if !(isMultiplayer) then{addCamShake [5, 1, 25];};

Or local PC and not on server

if !(isServer) then{addCamShake [5, 1, 25];};

all this you can use in trigger. Or you can make SQF file

Edited by mchide

Share this post


Link to post
Share on other sites

sorry to dig up such an old thread but i am having big problems with this, exactly where is the code "jelliz" posted supposed to go to give this effect?, is the any guide on how to implement it properly?

Share this post


Link to post
Share on other sites

i'm trying to shake the cameras of people in the radius of a certain object while leaving everyone outside the radius untouched. How do I implement camera shake properly?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×