Gulk2

  • Newbie
  • Posts: 40
Tracking/Panning the Spawnscreen
« on October 9th, 2019, 02:33 AM »
.. to different locations, can it be done? Just tested setting:

SetSpawnCameraPos
SetSpawnCameraLook

both switching with different skin IDs and the camera just instantly teleports instead of travelling.

thanks in advanced for any input.

DarkRaZoR^

  • Full Member
  • VC:MP Battlefield Head Developer/KF Leader
  • Posts: 226
Re: Tracking/Panning the Spawnscreen
« Reply #1, on October 9th, 2019, 03:22 AM »
I mean, that would require lots of function calls to achieve the smoothness, thus it wouldn't be ideal.

Sebastian

  • VC:MP Beta Tester
  • Something like this: hga hga hga
  • Posts: 1,173

Gulk2

  • Newbie
  • Posts: 40
Re: Tracking/Panning the Spawnscreen
« Reply #3, on October 9th, 2019, 01:07 PM »Last edited on October 9th, 2019, 01:10 PM
I think its do-able guys, with a script like this, described...

1. Force player to spawn
2. Freeze player
3. Set players skindID to first skin wanted (for first spawnloc)
4. Read players skinID and sets SetCameraPos( [Vector] position, [Vector] look ); accordingly < New spawnlocs based on SkinID
 (note player needs to be teleported close by spawnscreen location for game to load textures/world correctly.
5. Set player skidID from onkeypress left & right arrows, just like original spawnscreen. and set Return key or shoot/rmb to spawn.

This technique seems to work in another VC program. But I'm unskilled at scripting.

Sebastian

  • VC:MP Beta Tester
  • Something like this: hga hga hga
  • Posts: 1,173

Gulk2

  • Newbie
  • Posts: 40