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Master Gunnery Sergeant
I only know, that with this command the camera preload a scene
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_preload = [] spawn {waitUntil{preloadCamera [88610.07,-47026.85,4.31]}}[/QUOTE]
Here is a part of my Camscripting Tutorial (english and german version)
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
Many of you will have already noticed that with bigger position jumps of the camera in a sequence, by the start of the scene, the objects and textures are not loaded, what
creates a nevertheless very negative effect.
To counteract against this effect , we simply allow to precalculate such scenes. This can be done with
PreloadCamera. While the camera points at a scene, it loads the textures for the next scene in the
next location already.. Simply state the following order in your script before the scene:
[B]_preload = [] spawn {waitUntil{preloadCamera [X,Y,Z]}}
@scriptDone _preload[/B]
Nevertheless, you can think of the script keeps reading on and has the scene ready when the scene
before ends. You do not need to strech your scene for performance reasons, it has no effect.
Here ,At [XYZ] you have to write down the coordinates from your _camera camPreparePos. Now the scene is precalculated and the script waits till the scene was calculated. Therefore this negative effect does not exist any more.
Here is a small example for perloading a camera position:
_preload = [] spawn {waitUntil{preloadCamera [16134.26,-96230.73,15.64]}}
@scriptDone _preload
_camera camPrepareTarget Stryker
_camera camPreparePos [2839.51,2917.06,1.10]
_camera camPrepareFOV 0.700
_camera camCommitPrepared 7
~6
_camera camPrepareTarget [16134.26,-96230.73,15.64]
_camera camPreparePos [2879.56,2886.94,0.99]
_camera camPrepareFOV 0.700
_camera camCommitPrepared 0
@camCommitted _camera
...
...
...
[/QUOTE]
Hope this helps you
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