Camera angle turns upside down - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Camera angle turns upside down (/thread-23735.html) |
Camera angle turns upside down - Neelke - 10-29-2013 I made a script where a corridor collapses and the screen fades out for a sec. When the screen is back on, the camera is upside down. I have no idea what causes this. But you guys might be able to help me. The script (if now necessary): void TimerCollapse(string &in asTimer) { FadeOut(0.3); StopMusic(0.3f, 0); StartScreenShake(0.1, 4.7, 0.05, 0.5); FadePlayerFOVMulTo(0.5, 3); PlaySoundAtEntity("rumble", "general_rock_rumble_no3d.snt", "Player", 0.5f, true); AddTimer("1", 1.0f, "TimerCaveIn"); AddTimer("3", 3.0f, "TimerCaveIn"); FadePlayerFOVMulTo(4.0f, 4.0f); SetRadialBlurStartDist(0.1f); FadeRadialBlurTo(1.0f, 5.0f); StartEffectFlash(0.2, 0.1,0.3); SetPlayerActive(false); AddTimer("caveindone", 3.5f, "TimerCaveInDone"); SetPlayerCrouchDisabled(true); SetPlayerJumpDisabled(true); } void TimerCaveInDone(string &in asTimer) { float fCaveInSpeed = 1.0f; AddLocalVarInt("fCaveInSpeed", 1); switch(GetLocalVarInt("fCaveInSpeed")){ case 1: FadeIn(2.0f); MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.8f, 0.8f); FadePlayerRollTo(30.0f, 2.0f, 2.0f); StartPlayerLookAt("AreaLook_1", 1.2f, 1.2f, ""); PlayMusic("15_event_elevator.ogg", false, 1.0f, 0.5f, 10, false); //To avoid it happen again SetLevelDoorLocked("level_engine_1", true); SetEntityPlayerInteractCallback("level_engine_1", "InteractCollapsedDoor", false); fCaveInSpeed = 1.0f; break; case 2: PlaySoundAtEntity("cloth1", "player_crouch", "Player", 0.2f, false); MovePlayerHeadPos(0.0f, 0.8f, 0.5, 1.2f, 1.2f); fCaveInSpeed = 1.5f; break; case 3: StartPlayerLookAt("AreaLook_2", 0.5f, 0.5f, ""); FadeOut(5.0f); PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); fCaveInSpeed = 2.0f; break; case 4: StartPlayerLookAt("AreaLook_3", 2.5f, 2.5f, ""); FadeIn(2.0f); FadePlayerRollTo(30.0f, 6.0f, 6.0f); break; case 5: PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); StartPlayerLookAt("AreaLook_1", 0.5f, 0.5f, ""); FadePlayerRollTo(30.0f, 10.0f, 10.0f); FadeOut(3.0f); break; case 6: PlaySoundAtEntity("cloth2", "player_climb", "Player", 0.2f, false); MovePlayerHeadPos(0.0f, 0.5f, 0.25f, 0.5f, 0.5f); fCaveInSpeed = 0.5f; break; case 7: FadePlayerRollTo(0.0f, 15.0f, 15.0f); fCaveInSpeed = 2.0f; break; case 8: PlaySoundAtEntity("sight2", "react_sigh", "Player", 0.4f, false); FadeIn(2.0f); FadePlayerRollTo(30.0f, 8.0f, 8.0f); MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.7f, 0.5f); PlaySoundAtEntity("cloth3", "player_crouch", "Player", 0.2f, false); break; case 9: StartPlayerLookAt("AreaLook_1", 1.0f, 0.5f, ""); fCaveInSpeed = 0.5f; break; case 10: FadePlayerRollTo(30, 30.0f, 30.0f); PlaySoundAtEntity("cloth4", "player_stand", "Player", 0.2f, false); fCaveInSpeed = 0.5f; break; case 11: FadePlayerRollTo(0, 0.0f, 0.0f); PlaySoundAtEntity("cloth5", "player_climb", "Player", 0.5f, false); fCaveInSpeed = 0.5f; break; case 12: StartPlayerLookAt("AreaLook_2", 1.5f, 1.5f, ""); fCaveInSpeed = 1.0f; break; case 13: SetPlayerCrouchDisabled(false); SetPlayerJumpDisabled(false); FadePlayerRollTo(0, 8.0f, 8.0f); MovePlayerHeadPos(0.0f, 0.0f, 0.0f, 0.8f, 0.8f); break; case 14: SetPlayerActive(true); break; } if(GetLocalVarInt("fCaveInSpeed") < 14) AddTimer("", fCaveInSpeed, "TimerCaveInDone"); } void TimerCaveIn(string &in asTimer) { if(asTimer == "1"){ CreateParticleSystemAtEntity("cavein", "ps_break_cavein_local", "cave_in", false); PlaySoundAtEntity("caveins", "explosion_rock_large", "cave_in", 0.0f, false); TeleportPlayer("PlayerStartArea_5"); } else if(asTimer == "3"){ StopSound("rumble", 3.0f); } } RE: Camera angle turns upside down - saito100 - 11-04-2013 I'll take another look at this later, but I believe for "PlaySoundAtEntity("rumble", "general_rock_rumble_no3d.snt", "Player", 0.5f, true);" you can put "general_rock_rumble.ogg" you can play it without 3d by using this "PlayGuiSound("general_rock_rumble.snt", 0.5f);" if it might save you making that custom snt file. RE: Camera angle turns upside down - Icaab2608 - 11-05-2013 (10-29-2013, 03:03 PM)Neelke Wrote: I made a script where a corridor collapses and the screen fades out for a sec. When the screen is back on, the camera is upside down. I have no idea what causes this. But you guys might be able to help me.Here's a script should be: void OnStart () { AddEntityCollideCallback("Player", "Collapse", "TimerCollapse", true, 0); } void TimerCollapse(string &in asParent, string &in asChild, int alState) { FadeOut(0.3); StopMusic(0.3f, 0); StartScreenShake(0.1, 4.7, 0.05, 0.5); FadePlayerFOVMulTo(0.5, 3); PlaySoundAtEntity("rumble", "general_rock_rumble_no3d.snt", "Player", 0.5f, true); FadePlayerFOVMulTo(4.0f, 4.0f); SetRadialBlurStartDist(0.1f); FadeRadialBlurTo(1.0f, 5.0f); StartEffectFlash(0.2, 0.1,0.3); SetPlayerActive(false); SetPlayerCrouchDisabled(true); SetPlayerJumpDisabled(true); AddTimer("caveindone", 3.5f, "TimerCaveInDone"); AddTimer("1", 1.0f, "TimerCaveIn"); AddTimer("3", 3.0f, "TimerCaveIn"); } void TimerCaveInDone(string &in asTimer) { float fCaveInSpeed = 1.0f; AddLocalVarInt("fCaveInSpeed", 1); switch(GetLocalVarInt("fCaveInSpeed")){ case 1: FadeIn(2.0f); MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.8f, 0.8f); FadePlayerRollTo(30.0f, 2.0f, 2.0f); StartPlayerLookAt("AreaLook_1", 1.2f, 1.2f, ""); PlayMusic("15_event_elevator.ogg", false, 1.0f, 0.5f, 10, false); //To avoid it happen again SetLevelDoorLocked("level_engine_1", true); SetEntityPlayerInteractCallback("level_engine_1", "InteractCollapsedDoor", false); fCaveInSpeed = 1.0f; break; case 2: PlaySoundAtEntity("cloth1", "player_crouch", "Player", 0.2f, false); MovePlayerHeadPos(0.0f, 0.8f, 0.5, 1.2f, 1.2f); fCaveInSpeed = 1.5f; break; case 3: StartPlayerLookAt("AreaLook_2", 0.5f, 0.5f, ""); FadeOut(5.0f); PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); fCaveInSpeed = 2.0f; break; case 4: StartPlayerLookAt("AreaLook_3", 2.5f, 2.5f, ""); FadeIn(2.0f); FadePlayerRollTo(30.0f, 6.0f, 6.0f); break; case 5: PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); StartPlayerLookAt("AreaLook_1", 0.5f, 0.5f, ""); FadePlayerRollTo(30.0f, 10.0f, 10.0f); FadeOut(3.0f); break; case 6: PlaySoundAtEntity("cloth2", "player_climb", "Player", 0.2f, false); MovePlayerHeadPos(0.0f, 0.5f, 0.25f, 0.5f, 0.5f); fCaveInSpeed = 0.5f; break; case 7: FadePlayerRollTo(0.0f, 15.0f, 15.0f); fCaveInSpeed = 2.0f; break; case 8: PlaySoundAtEntity("sight2", "react_sigh", "Player", 0.4f, false); FadeIn(2.0f); FadePlayerRollTo(30.0f, 8.0f, 8.0f); MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.7f, 0.5f); PlaySoundAtEntity("cloth3", "player_crouch", "Player", 0.2f, false); break; case 9: StartPlayerLookAt("AreaLook_1", 1.0f, 0.5f, ""); fCaveInSpeed = 0.5f; break; case 10: FadePlayerRollTo(30, 30.0f, 30.0f); PlaySoundAtEntity("cloth4", "player_stand", "Player", 0.2f, false); fCaveInSpeed = 0.5f; break; case 11: FadePlayerRollTo(0, 0.0f, 0.0f); PlaySoundAtEntity("cloth5", "player_climb", "Player", 0.5f, false); fCaveInSpeed = 0.5f; break; case 12: StartPlayerLookAt("AreaLook_2", 1.5f, 1.5f, ""); fCaveInSpeed = 1.0f; break; case 13: SetPlayerCrouchDisabled(false); SetPlayerJumpDisabled(false); FadePlayerRollTo(0, 8.0f, 8.0f); MovePlayerHeadPos(0.0f, 0.0f, 0.0f, 0.8f, 0.8f); break; case 14: SetPlayerActive(true); break; } if(GetLocalVarInt("fCaveInSpeed") < 14) AddTimer("", fCaveInSpeed, "TimerCaveInDone"); } void TimerCaveIn(string &in asTimer) { if(asTimer == "1"){ CreateParticleSystemAtEntity("cavein", "ps_break_cavein_local", "cave_in", false); PlaySoundAtEntity("caveins", "explosion_rock_large", "cave_in", 0.0f, false); TeleportPlayer("PlayerStartArea_5"); } else if(asTimer == "3"){ StopSound("rumble", 3.0f); } } RE: Camera angle turns upside down - Neelke - 11-05-2013 Could you please tell me what you changed? I wanna know what you did so I might not do that same mistake again. RE: Camera angle turns upside down - Icaab2608 - 11-06-2013 (11-05-2013, 07:57 PM)Neelke Wrote: Could you please tell me what you changed? I wanna know what you did so I might not do that same mistake again.Ok: void OnStart () { AddEntityCollideCallback("Player", "Collapse", "TimerCollapse", true, 0); } void TimerCollapse(string &in asParent, string &in asChild, int alState) { FadeOut(0.3); StopMusic(0.3f, 0); StartScreenShake(0.1, 4.7, 0.05, 0.5); FadePlayerFOVMulTo(0.5, 3); PlaySoundAtEntity("", "general_rock_rumble_no3d.snt", "Player", 0.5, true); FadePlayerFOVMulTo(4.0f, 4.0f); SetRadialBlurStartDist(0.1f); FadeRadialBlurTo(1.0f, 5.0f); StartEffectFlash(0.2, 0.1,0.3); SetPlayerActive(false); SetPlayerCrouchDisabled(true); SetPlayerJumpDisabled(true); AddTimer("caveindone", 3.5f, "TimerCaveInDone"); AddTimer("1", 1.0f, "TimerCaveIn"); AddTimer("3", 3.0f, "TimerCaveIn"); } void TimerCaveInDone(string &in asTimer) { float fCaveInSpeed = 1.0f; AddLocalVarInt("fCaveInSpeed", 1); switch(GetLocalVarInt("fCaveInSpeed")){ case 1: FadeIn(2.0f); MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.8f, 0.8f); FadePlayerRollTo(30.0f, 2.0f, 2.0f); StartPlayerLookAt("AreaLook_1", 1.2f, 1.2f, ""); PlayMusic("15_event_elevator.ogg", false, 1.0, 0.5, 10, false); //To avoid it happen again SetLevelDoorLocked("level_engine_1", true); SetEntityPlayerInteractCallback("level_engine_1", "InteractCollapsedDoor", false); fCaveInSpeed = 1.0f; break; case 2: PlaySoundAtEntity("cloth1", "player_crouch", "Player", 0.2, false); MovePlayerHeadPos(0.0f, 0.8f, 0.5, 1.2f, 1.2f); fCaveInSpeed = 1.5f; break; case 3: StartPlayerLookAt("AreaLook_2", 0.5f, 0.5f, ""); FadeOut(5.0f); PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); fCaveInSpeed = 2.0f; break; case 4: StartPlayerLookAt("AreaLook_3", 2.5f, 2.5f, ""); FadeIn(2.0); FadePlayerRollTo(30.0f, 6.0f, 6.0f); break; case 5: PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5, false); StartPlayerLookAt("AreaLook_1", 0.5f, 0.5f, ""); FadePlayerRollTo(30.0f, 10.0f, 10.0f); FadeOut(3.0); break; case 6: PlaySoundAtEntity("cloth2", "player_climb", "Player", 0.2, false); MovePlayerHeadPos(0.0f, 0.5f, 0.25f, 0.5f, 0.5f); fCaveInSpeed = 0.5f; break; case 7: FadePlayerRollTo(0.0f, 15.0f, 15.0f); fCaveInSpeed = 2.0f; break; case 8: PlaySoundAtEntity("sight2", "react_sigh", "Player", 0.4, false); FadeIn(2.0); FadePlayerRollTo(30.0f, 8.0f, 8.0f); MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.7f, 0.5f); PlaySoundAtEntity("cloth3", "player_crouch", "Player", 0.2, false); break; case 9: StartPlayerLookAt("AreaLook_1", 1.0f, 0.5f, ""); fCaveInSpeed = 0.5f; break; case 10: FadePlayerRollTo(30, 30.0f, 30.0f); PlaySoundAtEntity("cloth4", "player_stand", "Player", 0.2, false); fCaveInSpeed = 0.5f; break; case 11: FadePlayerRollTo(0, 0.0f, 0.0f); PlaySoundAtEntity("cloth5", "player_climb", "Player", 0.5, false); fCaveInSpeed = 0.5f; break; case 12: StartPlayerLookAt("AreaLook_2", 1.5f, 1.5f, ""); fCaveInSpeed = 1.0f; break; case 13: SetPlayerCrouchDisabled(false); SetPlayerJumpDisabled(false); FadePlayerRollTo(0, 8.0f, 8.0f); MovePlayerHeadPos(0.0f, 0.0f, 0.0f, 0.8f, 0.8f); break; case 14: SetPlayerActive(true); break; } if(GetLocalVarInt("fCaveInSpeed") < 14) AddTimer("", fCaveInSpeed, "TimerCaveInDone"); } void TimerCaveIn(string &in asTimer) { if(asTimer == "1"){ CreateParticleSystemAtEntity("cavein", "ps_break_cavein_local", "cave_in", false); PlaySoundAtEntity("caveins", "explosion_rock_large", "cave_in", 0.0f, false); TeleportPlayer("PlayerStartArea_5"); } else if(asTimer == "3"){ StopSound("rumble", 3.0f); } } Next, I think you'll all understand. If that fails, it is better to download notepad:http://wiki.frictionalgames.com/hpl2/third_party_tools/text/notepad. |