Author Topic: Scripting bridge look views  (Read 606 times)

Offline Lurok91

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Scripting bridge look views
« on: November 18, 2010, 01:09:11 PM »
Know this has been asked a zillion times before, but:

How do you in bridge script write tactical view so don't zoom to Felix but keep locked forward on viewscreen?

Is there a way to keep player pov locked ahead on viewscreen so don't look to other crew even when press F1 keys? 
(need this for co-pilot seat shuttle versions)

specific script code examples welcome  :)

Offline JimmyB76

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Re: Scripting bridge look views
« Reply #1 on: November 18, 2010, 02:17:59 PM »
thats an easy one :)

look for this section of code in the character's script:
(ill use Nebula Bridge Felix for example)

look under
Code: [Select]
def ConfigureForNebula(pNebFelix):
to find:

Code: [Select]
# Add common animations.
AddCommonAnimations(pNebFelix)

pNebFelix.SetLocation("NebTactical")
pNebFelix.AddPositionZoom("NebTactical", 0.8, "Tactical")
pNebFelix.SetLookAtAdj(-2, 0, 75)
# kDebugObj.Print("Finished configuring Felix")

the SetLookAtAdj is an x y z axis (**i think) where the camera points, and the 0.8 value is how close/far to zoom...  
the lower the number, as far as 0.8 in this case, the closer the view...  a value of 1.0 will not zoom at all, but will just look to where x y and z tells it to...

with me, ive always just tried out different x y z values to get to where i wanted, and then set the zoom, and sometimes it can take many tries with trial and error lol

Offline King Class Scout

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Re: Scripting bridge look views
« Reply #2 on: November 18, 2010, 02:33:41 PM »
cookied for sheer Irony, Lurok (you got yours, Jimmy).  we were just going over this because of the TMP styled bridges tendancy to stay focused on Felix's back.
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Offline Lurok91

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Re: Scripting bridge look views
« Reply #3 on: November 18, 2010, 04:02:26 PM »
Thanks, J *cookie*   Fixed.

Offline tiqhud

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Re: Scripting bridge look views
« Reply #4 on: November 18, 2010, 07:56:08 PM »
proved useful, Eh Lor-
TiqHud
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