Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: chief1983 on November 02, 2009, 04:04:07 pm

Title: set camera host does not use object's eye if available
Post by: chief1983 on November 02, 2009, 04:04:07 pm
Relevant Bug 1978 (http://scp.indiegames.us/mantis/view.php?id=1978)

Hasn't been any action on this in Mantis, thought I'd post a request for some discussion on what I'm asking for here.  Anyone think it's a good or bad idea?  Would it break anything to change it, or can we get another function that does what I'm asking?  It would open up some more options for cinematic stuff.
Title: Re: set camera host does not use object's eye if available
Post by: FUBAR-BDHR on November 02, 2009, 04:42:11 pm
I wouldn't think you would need a new function maybe an optional true/false on the sexp to use the eye or not defaulting to not as it's the current behavior.
Title: Re: set camera host does not use object's eye if available
Post by: Nuke on November 02, 2009, 11:48:50 pm
this is actually a good idea, just make sure it applies to scripted cameras as well as fredded ones. right now i have to parse redundant data (offset and direction) which already exists in the model, to place a camera on an object like a turret barrel or other subsystem. from the script side something like gr.setCameraToEyepoint(ship, eyeidx/eyehandle), or use the eyepoint if i set camera.SelfSubsystem to a subsystem with an eyepoint defined.