@Corno_1 - yes mate that's essentially how I did it, except I placed the lua all in one script and used a key to trigger the flying as well as the steerage. Also used Hide(e) instead of creating an invisible entity - I just used the 'chips' collectable as the proxy entity. I'll publish the script when I disentangle it from the other stuff I had for the game - but I probably don't need to now as yours is very similar. Nice one.
@AuShadow - great idea - wish I'd thought of that
@DVader - when I read your first reply (pre edits) I thought you were having a poke (which isn't like you from other posts you've made) and so I thought that you maybe thought I'd ripped someone else's script off, perhaps even yours - I can assure you I didn't - if there was a previous one like this I hadn't seen it. Anyway, for my game it's going to be embedded within a flying segment, but it can be used as a camera sweep - it's a simple move the player (and therefore player camera) to a proxy object's position using TransportToIfUsed - it is a fake as you say
. I thought it would flicker or lag, but it really doesn't seem to which is nice. Also being able to use other keys to control the proxy object helps to make it all come together.
@MODs & JT - I got the idea from the multi-player levels - the bit where the camera circles around the player entity just before spawning. I figured Lee probably had other commands to use, but this approach might just work too - I extended my parachutestart.lua that I posted in the script board a while back. I'll release this one too soon.
Cheers.