Author Topic: n00b cutscene question  (Read 1644 times)

0 Members and 1 Guest are viewing this topic.

Offline CommanderDJ

  • Software engineer
  • 210
n00b cutscene question
Hey guys,
I'm attempting to do my first cutscene in FRED, which takes place at the end of a mission. I just want one shot: I want the camera to be behind an Elysium transport, facing it as it is entering subspace. However, I want the camera to slowly be moving back as the transport is departing, and then fade out. I've got an idea of how to do everything except the moving camera. Is it possible to make the camera follow waypoints or something?
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 
Re: n00b cutscene question
Use set-camera-position with a fourth argument, a fifth if you want it to accelerate/decelerate, and a sixth if you want it to decelerate slower/faster than it accelerated.

 

Offline CommanderDJ

  • Software engineer
  • 210
Re: n00b cutscene question
So I would create two events, one with the initial set-camera-position to set it behind the transport, then another for the final position and just set the turn time appropriately?
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Dilmah G

  • Failed juggling
  • 211
  • Do try it.
Re: n00b cutscene question
Yep, that's what I recall working.