here is one i did awhile back from a
tutorial by Lorenc_
it using a timer todo a constant spin,
youll need to stop that and add your text draws
pawn Код:
//Credits to Lorenc_, this include is based on his tutorial on the spinning cam at class selection
//http://forum.sa-mp.com/showthread.php?goto=newpost&t=291910
/* ** Server Data ** 1439.2168,-785.2335,94.5855,140.5534*/
const // Constant values, you may change it to "new" if they're going to be modified once rotating.
Float: spawnX = 1439.2168, // The SPAWN X you're willing to work from
Float: spawnY = -785.2335, // The SPAWN Y you're willing to work from
Float: spawnZ = 94.5855, // The SPAWN Y you're willing to work from
Float: camRadius = 3.5, // The radius of the camera rotating
Float: camSpeed = 1.50, // The speed of the camera moving around. MUST NOT BE NULL; IT WONT MOVE IF SO!
Float: camHeight = 0.1, // The height of the camera once moving!
Float: spawnAngle = 140.5534, // The spawns faceing angle
spawnInt = 0 // The spawn interior
;
/* ** Player Data ** */
new
prc_Timer [MAX_PLAYERS], // The timer for the movement.
bool: prc_Moving [MAX_PLAYERS], // Check if the player is moving his camera
Float: prc_Degree [MAX_PLAYERS] // The degree counter to show which the player is on.
;
static gCLASSCAM_HasCB[3]; //for ALS hooks
forward MoveCamera(playerid); // We'll add this here to prevent future warnings..
public MoveCamera(playerid) // The core of the movement
{
static // Static for the repeation :O
Float: nX, // The newX
Float: nY // the newY
;
if(prc_Moving[playerid] == false) // check whether the timer is activated and the variable isn't.
{
KillTimer(prc_Timer[playerid]); // Killing the timer, ofc we don't want a 75 ms timer always running.
prc_Degree[playerid] = 0; // Reseting the variable
}
if(prc_Degree[playerid] >= 360) prc_Degree[playerid] = 0; // If the rotation is past 360, reset to 0 (looks more neater)
prc_Degree[playerid] += camSpeed; // For some smooth rotation, I'm using 1.25
nX = spawnX + camRadius * floatcos(prc_Degree[playerid], degrees);
nY = spawnY + camRadius * floatsin(prc_Degree[playerid], degrees);
// So, we're going to get the spawn axis and add the radius in to them.
// Then we use the trignometric functions to apply such angles to the movement
// making it look nice.
SetPlayerCameraPos(playerid, nX, nY, spawnZ + camHeight); // Setting the Camera position around the player
SetPlayerCameraLookAt(playerid, spawnX, spawnY, spawnZ); // Looking at the player position from there :)
//SetPlayerFacingAngle(playerid, prc_Degree[playerid] - 90.0); // to make it face the camera :)
return 1;
}
//--------------OnGameModeInit Hook-------------------
public OnGameModeInit()
{
//your OnGameModeInit pre code here
//function hook checks
gCLASSCAM_HasCB[0] = funcidx("CLASSCAM_OnPlayerDisconnect") != -1;
gCLASSCAM_HasCB[1] = funcidx("CLASSCAM_OnPlayerRequestClass") != -1;
gCLASSCAM_HasCB[2] = funcidx("CLASSCAM_OnPlayerSpawn") != -1;
if (funcidx("CLASSCAM_OnGameModeInit") != -1)
{
return CallLocalFunction("CLASSCAM_OnGameModeInit", "");
}
//your OnGameModeInit post code here
return 1;
}
#if defined _ALS_OnGameModeInit
#undef OnGameModeInit
#else
#define _ALS_OnGameModeInit
#endif
#define OnGameModeInit CLASSCAM_OnGameModeInit
forward CLASSCAM_OnGameModeInit();
//--------------OnPlayerDisconnect Hook-------------------
public OnPlayerDisconnect(playerid, reason)
{
if(prc_Moving[playerid] == true)
{
KillTimer(prc_Timer[playerid]); // Killing the timer, ofc we don't want a 75 ms timer always running.
prc_Degree[playerid] = 0; // Reseting the variable
prc_Moving[playerid] = false; // Reseting the variable
}
if (gCLASSCAM_HasCB[0])
{
return CallLocalFunction("CLASSCAM_OnPlayerDisconnect", "ii",playerid, reason);
}
return 1;
}
#if defined _ALS_OnPlayerDisconnect
#undef OnPlayerDisconnect
#else
#define _ALS_OnPlayerDisconnect
#endif
#define OnPlayerDisconnect CLASSCAM_OnPlayerDisconnect
forward CLASSCAM_OnPlayerDisconnect(playerid, reason);
//--------------OnPlayerRequestClass Hook-------------------
public OnPlayerRequestClass(playerid, classid)
{
SetPlayerPos(playerid, spawnX, spawnY, spawnZ); // Set the player at those 3 const spawn values from before.
SetPlayerInterior(playerid,spawnInt);
if(prc_Moving[playerid] == false) // Check whether the camera is already set.
{
prc_Degree[playerid] = 0; // Reseting the variable
prc_Timer[playerid] = SetTimerEx("MoveCamera", 75, true, "d", playerid); // Setting the timer
prc_Moving[playerid] = true; // okay, now we're going to activate the moving variable
}
if (gCLASSCAM_HasCB[1])
{
return CallLocalFunction("CLASSCAM_OnPlayerRequestClass", "ii",playerid, classid);
}
return 1;
}
#if defined _ALS_OnPlayerRequestClass
#undef OnPlayerRequestClass
#else
#define _ALS_OnPlayerRequestClass
#endif
#define OnPlayerRequestClass CLASSCAM_OnPlayerRequestClass
forward CLASSCAM_OnPlayerRequestClass(playerid, classid);
//--------------OnPlayerSpawn Hook-------------------
public OnPlayerSpawn(playerid)
{
if(prc_Moving[playerid] == true)
{
KillTimer(prc_Timer[playerid]); // Killing the timer, ofc we don't want a 75 ms timer always running.
prc_Degree[playerid] = 0; // Reseting the variable
prc_Moving[playerid] = false; // Reseting the variable
SetCameraBehindPlayer(playerid); // Preventing bugs from appearing.
}
if (gCLASSCAM_HasCB[2])
{
return CallLocalFunction("CLASSCAM_OnPlayerSpawn", "i",playerid);
}
return 1;
}
#if defined _ALS_OnPlayerSpawn
#undef OnPlayerSpawn
#else
#define _ALS_OnPlayerSpawn
#endif
#define OnPlayerSpawn CLASSCAM_OnPlayerSpawn
forward CLASSCAM_OnPlayerSpawn(playerid);