Here is what has been discovered so far, disecting the example:
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section(1)
{
playerpos = Vector();
playerpos.SetToLocalPlayerPosition();
if your planet is in a scale of 258, then 256,256,1 will get you pretty much the top left corner of the map (NE), and 1,1,1 will get you pretty much the bottom right corner (SW). Landscape scale plays a factor on this. I started with a 200 scale and was expecting they were tile by tile coords, but this is not the case. You will have to figure some fancy mathmatical formula by your landscape scale to figure where to point the camera position (for now, anyway?)
playerpos.SetToLocalPlayerPosition() makes playerpos variable the coords to the players position (that the script is running for)
Ive not located a function to call a specific building #'s coords. If its not in the functions, it should be.
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modelpos = playerpos;
modelpos.Add( (1,0,0) );
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campos = playerpos
campos.Add( (0,2,1) );
moving it north 2 and up 1 in the air. (again, how far is dependant on your landscape scale settings)
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camposEnd = campos;
camposEnd.Add( (1,1.5,0.9) );
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AmbientLight( #808088 );
DirectionalLight( (0.2,0.4,-0.7), (0.8,0.75,0.6) );
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Model( "Data/Models/Bldgs/StdHouse02.atm", "Data/Models/Bldgs/StdHouse02.bmp", modelpos, (0.0,0.0,0.8) );
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cam = Camera( campos, modelpos );
cam = Camera( *camera placement point*,*where the camera is looking at*);
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cam.BlendTo( 10.0, camposEnd, playerpos);
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caption = Caption( 0.5, 0.65, "This is an example of a cutscene", 1 );
caption.FadeIn( 1, 2 );
caption.FadeOut( 5, 6 );
}
fade in it will start fading in at 1 second until the 2 second mark, then it will be full opacity, then it will fade out from second 5 to second 6 then disappear.
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hope this helps make sense enough to do play around with until further details are released and more clarification offered. If anything else is discovered, plz add to this post.