Camera Movement..
#1

I am trying to make a camera movement.. I want it to change camera positions every specific time.
I had added some beta client messages like CAM1, CAM2, etc..
When i am using it it prints:
Код:
CAM1
CAM2
CAM3
CAM4
CAM5
Around 1 second..

So what really happens is that it ignores every case and is going straight a the 5th.
PHP код:
                        else 
                        {
                                
                                
ShowRegisterScreen(playerid);
                                
pinfo[playerid][Banned] = 0;
                                
CameraMovement[playerid] = 1;
                                
ConnectionCamera[playerid] = SetTimerEx("ConnectionCameraMovement"10000"i"playerid);
                        } 
PHP код:
                            function ConnectionCameraMovement(playerid)
                {
                    
TogglePlayerSpectating(playerid1);
                    switch(
CameraMovement[playerid])
                    {
                        case 
1:
                        {
                            
SendClientMessage(playerid, -1"CAM1");
                            
InterpolateCameraPos(playerid1977.940917, -1753.39416515.7100481683.647583, -1725.14978015.52067613000);
                            
InterpolateCameraLookAt(playerid1972.946899, -1753.48962415.4856461688.493530, -1726.38122515.5003652000);
                            
ConnectionCamera[playerid] = SetTimerEx("ConnectionCameraMovement"15000false"i"playerid);
                            
CameraMovement[playerid] = 2;    
                        }                
                        case 
2:
                        {
                            
SendClientMessage(playerid, -1"CAM2");
                            
InterpolateCameraPos(playerid905.286132, -1403.62597615.1548441353.317626, -1404.65539515.98913610000);
                            
InterpolateCameraLookAt(playerid910.276306, -1403.32617115.0623101349.223632, -1401.78662115.8922682000);
                            
ConnectionCamera[playerid] = SetTimerEx("ConnectionCameraMovement"12000false"i"playerid);
                            
CameraMovement[playerid] = 3;
                        }
                        case 
3:
                        {
                            
SendClientMessage(playerid, -1"CAM3");
                            
InterpolateCameraPos(playerid1584.561767, -1731.50170814.4981491334.697753, -1722.91162115.10458710000);
                            
InterpolateCameraLookAt(playerid1579.567993, -1731.75073214.4778371338.359619, -1726.31591715.0587542000);    
                            
KillTimer(ConnectionCamera[playerid]);
                            
ConnectionCamera[playerid] = SetTimerEx("ConnectionCameraMovement"12000false"i"playerid);
                            
CameraMovement[playerid] = 4;
                        }    
                        case 
4:
                        {
                            
SendClientMessage(playerid, -1"CAM4");
                            
InterpolateCameraPos(playerid165.131668, -1885.5817871.454522636.477600, -1918.9556885.68883410000);
                            
InterpolateCameraLookAt(playerid170.110122, -1885.1679681.663836631.661071, -1917.6795655.2734292000);
                            
ConnectionCamera[playerid] = SetTimerEx("ConnectionCameraMovement"12000false"i"playerid);
                            
CameraMovement[playerid] = 5;
                        }    
                        case 
5:
                        {
                            
SendClientMessage(playerid, -1"CAM5");
                            
InterpolateCameraPos(playerid1828.909790, -1602.99597113.4857911857.642089, -1431.32031216.74403310000);
                            
InterpolateCameraLookAt(playerid1825.495117, -1599.40734814.1651931852.764038, -1432.40222116.5578802000);
                            
ConnectionCamera[playerid] = SetTimerEx("ConnectionCameraMovement"12000false"i"playerid);
                            
CameraMovement[playerid] = 1;
                        }
                    }
                    return 
1;
                } 
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#2

You could rewrite your code to something like below:
pawn Код:
// Initialize

TogglePlayerSpectating(playerid, true);

CameraMovement[playerid] = 0;

KillTimer(ConnectionCamera[playerid]);
ConnectionCamera[playerid] = SetTimerEx("ConnectionCameraMovement", 1000, true, "i", playerid);

// Function

forward ConnectionCameraMovement(playerid);
public ConnectionCameraMovement(playerid)
{
    switch(CameraMovement[playerid])
    {
        case 0:
        {
            InterpolateCameraPos(playerid, 1977.940917, -1753.394165, 15.710048, 1683.647583, -1725.149780, 15.520676, 13000);
            InterpolateCameraLookAt(playerid, 1972.946899, -1753.489624, 15.485646, 1688.493530, -1726.381225, 15.500365, 2000);

            CameraMovement[playerid] ++;
        }
        case 1:
        {
            InterpolateCameraPos(playerid, 905.286132, -1403.625976, 15.154844, 1353.317626, -1404.655395, 15.989136, 10000);
            InterpolateCameraLookAt(playerid, 910.276306, -1403.326171, 15.062310, 1349.223632, -1401.786621, 15.892268, 2000);

            CameraMovement[playerid] ++;
        }
        case 2:
        {
            InterpolateCameraPos(playerid, 1584.561767, -1731.501708, 14.498149, 1334.697753, -1722.911621, 15.104587, 10000);
            InterpolateCameraLookAt(playerid, 1579.567993, -1731.750732, 14.477837, 1338.359619, -1726.315917, 15.058754, 2000);

            CameraMovement[playerid] ++;
        }
        case 3:
        {
            InterpolateCameraPos(playerid, 165.131668, -1885.581787, 1.454522, 636.477600, -1918.955688, 5.688834, 10000);
            InterpolateCameraLookAt(playerid, 170.110122, -1885.167968, 1.663836, 631.661071, -1917.679565, 5.273429, 2000);

            CameraMovement[playerid] ++;
        }
        default:
        {
            InterpolateCameraPos(playerid, 1828.909790, -1602.995971, 13.485791, 1857.642089, -1431.320312, 16.744033, 10000);
            InterpolateCameraLookAt(playerid, 1825.495117, -1599.407348, 14.165193, 1852.764038, -1432.402221, 16.557880, 2000);

            CameraMovement[playerid] = 0;
        }
    }
    return 1;
}
Just remember to kill the timer when you're done with it.

Also, note that interpolate functions aren't fully accurate in terms of working. They do not always move your camera. You could replace its usage for SetPlayerCameraLookAt, using CAMERA_MOVE in the cut parameter, but you'd be sacrificing the control over time.
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#3

You could try using break; at the end of every case... Not sure I pawn but it helped me in c++ / java.
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#4

Quote:
Originally Posted by iLearner
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You could try using break; at the end of every case... Not sure I pawn but it helped me in c++ / java.
It isn't required in PAWN.
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#5

You realise your code would just result in the camera being changed every second and then restarting again, right?
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#6

Basically, i was trying to understand how interpolated cameras are read by compiler. I thought compiler will wait the seconds the camera is moving and then use the timer. That's why it didn't work. Thank you all!
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#7

Quote:
Originally Posted by SickAttack
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You could rewrite your code to something like below:
pawn Код:
// Initialize

TogglePlayerSpectating(playerid, true);

CameraMovement[playerid] = 0;

KillTimer(ConnectionCamera[playerid]);
ConnectionCamera[playerid] = SetTimerEx("ConnectionCameraMovement", 1000, true, "i", playerid);

// Function

forward ConnectionCameraMovement(playerid);
public ConnectionCameraMovement(playerid)
{
    switch(CameraMovement[playerid])
    {
        case 0:
        {
            InterpolateCameraPos(playerid, 1977.940917, -1753.394165, 15.710048, 1683.647583, -1725.149780, 15.520676, 13000);
            InterpolateCameraLookAt(playerid, 1972.946899, -1753.489624, 15.485646, 1688.493530, -1726.381225, 15.500365, 2000);

            CameraMovement[playerid] ++;
        }
        case 1:
        {
            InterpolateCameraPos(playerid, 905.286132, -1403.625976, 15.154844, 1353.317626, -1404.655395, 15.989136, 10000);
            InterpolateCameraLookAt(playerid, 910.276306, -1403.326171, 15.062310, 1349.223632, -1401.786621, 15.892268, 2000);

            CameraMovement[playerid] ++;
        }
        case 2:
        {
            InterpolateCameraPos(playerid, 1584.561767, -1731.501708, 14.498149, 1334.697753, -1722.911621, 15.104587, 10000);
            InterpolateCameraLookAt(playerid, 1579.567993, -1731.750732, 14.477837, 1338.359619, -1726.315917, 15.058754, 2000);

            CameraMovement[playerid] ++;
        }
        case 3:
        {
            InterpolateCameraPos(playerid, 165.131668, -1885.581787, 1.454522, 636.477600, -1918.955688, 5.688834, 10000);
            InterpolateCameraLookAt(playerid, 170.110122, -1885.167968, 1.663836, 631.661071, -1917.679565, 5.273429, 2000);

            CameraMovement[playerid] ++;
        }
        default:
        {
            InterpolateCameraPos(playerid, 1828.909790, -1602.995971, 13.485791, 1857.642089, -1431.320312, 16.744033, 10000);
            InterpolateCameraLookAt(playerid, 1825.495117, -1599.407348, 14.165193, 1852.764038, -1432.402221, 16.557880, 2000);

            CameraMovement[playerid] = 0;
        }
    }
    return 1;
}
Just remember to kill the timer when you're done with it.

Also, note that interpolate functions aren't fully accurate in terms of working. They do not always move your camera. You could replace its usage for SetPlayerCameraLookAt, using CAMERA_MOVE in the cut parameter, but you'd be sacrificing the control over time.
Sorry for double post but it didn't really work out like that.. it just shows only one moving camera again.. it is just a different one this time.

EDIT: I found another way to solve it.
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#8

Quote:
Originally Posted by vassilis
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Sorry for double post but it didn't really work out like that.. it just shows only one moving camera again.. it is just a different one this time.
You need to change the interval of the timer.
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