Author Topic: Cutscene-SEXP's, still a mystery  (Read 11430 times)

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Re: Cutscene-SEXP's, still a mystery
When I used camera-rotation the last time it didn't work at all, it was always doing the same... rotating weird around and stopping always after 10 seconds.

yes, you're right I checked im my last freddings, and i actually didn't use the "camera rotation" sexp, but the 2nd argument of the "set camera facing object" sexp= "total turn time" (and probably also the 3rd, "time to spend accelerating/decelerating", but i'm not sure about how it works...).

With camera-rotation the camera starts spinning, as you said, and i don't know how to solve the problem...
It would be useful to hear sth from those who had create these sexps...they should know how to use them...

Is the fighter AI smart enough to perform like Alpha 1? :rolleyes: Would be very difficult or even impossible in my opinion.

but would be great... ;7
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Re: Cutscene-SEXP's, still a mystery
yes, you're right I checked im my last freddings, and i actually didn't use the "camera rotation" sexp, but the 2nd argument of the "set camera facing object" sexp= "total turn time" (and probably also the 3rd, "time to spend accelerating/decelerating", but i'm not sure about how it works...).

With camera-rotation the camera starts spinning, as you said, and i don't know how to solve the problem...
It would be useful to hear sth from those who had create these sexps...they should know how to use them...
I think "time to spend accelerating/decelerating" is the time (in ms) until the camera moves with max speed to the object and the time it gets slower before reaching that object.

I tried to use the "camera-rotation" in a mission without any other sexps except "set camera position" and "set camera facing" and could at least figure out what it should do because it basically rotated to the right direction but at the end of it's turn it still moved about a second in a strange way... So either we are using it somehow wrong or it's a bug...  :blah:
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Offline Mobius

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Re: Cutscene-SEXP's, still a mystery
Times are in ms....

Anyway,for the zoom,you can use something like this:

every-time(or every-time-argument)
set-fov
<variable>

modify-variable
<variable>
-
   1

or something similar...

We hope someone has intention to create new cutscene SEXPs. They have great potential.

@ AdmiralMS: nice signature, I would dream of this too... but to FRED a cutscene (a GOOD cutscene) you have to set waypoints for almost EVERY fighter... i find it much more complicated than normal fredding...(but i like it ;7)

I don't use a so big number of waypoints. You don't need it unless the camera is close/points to the fighters and you want a more realistic effect.
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Re: Cutscene-SEXP's, still a mystery
Is there a way to get something repeated very often (about 50+ times per second) for about 10 seconds? Somehow every-time doesn't do this that often and so my cutscene looks like jumping through space...  :ick:
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Offline IPAndrews

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Re: Cutscene-SEXP's, still a mystery
Nope. You can time repetitions by seconds or by game frames using counter variables, and that's it.
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Re: Cutscene-SEXP's, still a mystery
You can time repetitions ... by game frames using counter variables, and that's it.
And how does this work? I've never heard of it before...
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Offline karajorma

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Re: Cutscene-SEXP's, still a mystery
Is there a way to get something repeated very often (about 50+ times per second) for about 10 seconds? Somehow every-time doesn't do this that often and so my cutscene looks like jumping through space...  :ick:

Every-time triggers every frame. It should be exactly what you need.
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Offline IPAndrews

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Re: Cutscene-SEXP's, still a mystery
In pseudo code:

every-time
... modify-variable counter = counter+1
... when counter = <some_number_of_frames>
... ... do what you wanted to do
... ... modify-variable counter = 0
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Offline CP5670

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Re: Cutscene-SEXP's, still a mystery
Quote
Is there a way to get something repeated very often (about 50+ times per second) for about 10 seconds? Somehow every-time doesn't do this that often and so my cutscene looks like jumping through space... 

You could do it with a ship moving at a constant speed and checking its distance with the mod sexp, although I'm not sure if that would ever allow it to go above the framerate.

I wish there was a version of is-event-true with a delay specified in milliseconds. That would make a lot of things so much easier.

 
Re: Cutscene-SEXP's, still a mystery
Is there a way to get something repeated very often (about 50+ times per second) for about 10 seconds? Somehow every-time doesn't do this that often and so my cutscene looks like jumping through space...  :ick:

Every-time triggers every frame. It should be exactly what you need.
In my missions, it obviously doesn't ... otherwise the camera wouldn't be jumping about 5-10 times/second while having 40 FPS.

You could do it with a ship moving at a constant speed and checking its distance with the mod sexp, although I'm not sure if that would ever allow it to go above the framerate.

I wish there was a version of is-event-true with a delay specified in milliseconds. That would make a lot of things so much easier.
I only need to get it working as fast as the framerate, so this won't help because everyone has another framerate... And getting this for more than 50 times/second together with what I want to use it for will be... somewhat complicated...
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Offline IPAndrews

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Re: Cutscene-SEXP's, still a mystery
The Admiral is actually right. The time between calls of an every-time event does seem pretty arbitrary. I'm not sure if it's every frame exactly. Probably depends on the speed of your computer, how many events you have. It certainly depends on your time compression setting. Bottom line is it can't be trusted with any accuracy. Which could be why they didn't put millisecond timings in.
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Re: Cutscene-SEXP's, still a mystery
So this means there is no way to get it working properly without changing it to a static camera view  :sigh:
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Offline Goober5000

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Re: Cutscene-SEXP's, still a mystery
The Admiral is actually right. The time between calls of an every-time event does seem pretty arbitrary. I'm not sure if it's every frame exactly.
It is every frame.  The problem is, the number of frames per second varies considerably over the course of a mission, even on high-end systems.

 
Re: Cutscene-SEXP's, still a mystery
The Admiral is actually right. The time between calls of an every-time event does seem pretty arbitrary. I'm not sure if it's every frame exactly.
It is every frame.  The problem is, the number of frames per second varies considerably over the course of a mission, even on high-end systems.
It doesn't sound logic because when it is triggered with every frame, why are there many frames between each real execution of the sexp? Am I thinking in a wrong way or ?  :confused:
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Offline Goober5000

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Re: Cutscene-SEXP's, still a mystery
Am I thinking in a wrong way or ?  :confused:
Or what?

 
Re: Cutscene-SEXP's, still a mystery
Am I thinking in a wrong way or ?  :confused:
Or what?
Uhm, a little problem of someone who has only learned english only as a foreign language in school... this "or" has nothing to say (and shouldn't be there as well)  :lol:
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Re: Cutscene-SEXP's, still a mystery
I have just completed a mission with the every-time set-camera-facing-object SEXP and works fine. There are no problems.


Uhm, a little problem of someone who has only learned english only as a foreign language in school... this "or" has nothing to say (and shouldn't be there as well)  :lol:

Learn it at school and play games in English. You can't write English well but you understand(almost)everything.
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Re: Cutscene-SEXP's, still a mystery
I have just completed a mission with the every-time set-camera-facing-object SEXP and works fine. There are no problems.
As long as it is only a set-camera-facing-object sexp connected to every-time, I have no problems as well. Using it with set-camera-position (so the camera moves along somewhere) seems to be different.
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Offline Mobius

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Re: Cutscene-SEXP's, still a mystery
Well I'm waiting for the move-camera and zoom-in SEXPs.
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Offline IPAndrews

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Re: Cutscene-SEXP's, still a mystery
The Admiral is actually right. The time between calls of an every-time event does seem pretty arbitrary. I'm not sure if it's every frame exactly.
It is every frame.  The problem is, the number of frames per second varies considerably over the course of a mission, even on high-end systems.

So while we're on the topic let me use this as an opportunity to clarify the rules of the game. If I have a series of events, every-times, whens, whatevers. Are they guaranteed to be evaluated in order, one by one, with none being skipped? Because there have been a number of occasions where I've the results of what I have been doing have been based upon the game executing events in order and  I've ended up not getting the result I expected.
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