Ambrosia Garden Archive
    • Camera following NPC


      Ok, I'm sure this is a stupid question, and I'm also pretty sure that you can do it. I want to have a cutscene in my game where you see a NPC following another NPC to the docks in a city (there will be much killing, there will be much war...). Well, anyway - now I would just like to know how to do this? How do I make the camera follow a NPC? And also, why I'm asking this - how do I make the camera "fly around" (like in the PoG intro).

      Thanks 😉

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    • When you double click on a frame, a dialog appears to give a frame a flag, one of the flags allows you to 'lock camera' onto an animation.

      Let's say yuo have a scenario, a man carrying a briefcase is walking down an airport corridor, his first frame is set to 'lock camera', he travels towards his destination, he crosses paths with another npc, the handoff is made ! the camera locks onto the other npcs animation...more information on the subject is in the contextual help floating window and the userManual .

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    • Quote

      Originally posted by Ledorax:
      - how do I make the camera "fly around" (like in the PoG intro).

      If locking the camera on to an NPC works as ellrx has just outlined, then making the camera "fly around" could be done by locking the camera onto an NPC which consists of a totally white picture. Invisible NPC is then given a speed of twenty or more, with "try to reach X, Y." When "target is reached," kill this one and replace with another just like it with "try to reach player." The camera would pan to the spot you want and then back to the hero. A "wait" would be placed in the event list between the two invisible NPCs to keep the camera on that spot for a couple of seconds before the pan back to player.

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    • Or, if you need there to be action occuring during this time ("Wait" pauses the game) you can use a spell (1 round = approximately 2 seconds) or Stray's excellent timer.

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    • alternately if its not so much lock on to a specific character, but to a speific spot, you can have animations start that lock onto them, you can also set the camera rate of change to set how fast it arrives at the new animation.

      such a thing would be useful for a scene with an organic focus, IE the NPCs are carrying about doing as they please, some occasionally causing massive explosions, other randomly running across the screen. This would mean when they perform these actions, launching a separate white frame animation with a lock camera flag, the camera will focus in on them. Meaning a group of npcs could perform as many random actions as wanted and the camera following the battle would move around appropriately catching the random action.

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      (This message has been edited by ellrx (edited 12-28-2003).)

    • Right.. thanks for the help 😜

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