Thanks.
But i don't understand where is the camera made or used inside all the code ?
local Ent = g_Entity[e]
local defs = g_cutscene_initial_cam
if g_cutscene_vars == nil then
if Ent ~= nil then
g_cutscene_vars = {x = Ent.x, y = Ent.y, z = Ent.z,
pan = defs.pan, tilt = defs.tilt, fov = defs.fov,
spd = g_cutscene_default_spd * 1000,
seq = 1, seq_in_progress = false,
sequence_time = 0,
TargX = nil, TargY = nil, TargZ = nil,
TargPan = nil, TargTilt = nil, TargFOV = nil};
g_cutscene_ent_orig = {x = Ent.x, y = Ent.y, z = Ent.z}
Hide(e);
CollisionOff(e)
return
end
return
end
Some basic explanation code about how is get the camera and how only mode and rotate it would be nice.