Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
hardcore_gamer

How can I deactivate a camera?

Recommended Posts

So I am trying to learn how to use cameras correctly.

I created a script that looked like this:

#include "zcommon.acs"

script 1 (void)
{
Thing_Activate(1);
ChangeCamera(1, 0, 0);
delay(3);
Thing_Deactivate(1);
}


When I press the switch that activates the script then the camera activates like it is suppose to but the camera never deactivates and I never return to normal first person mode.

What am I doing wrong?!?!!

Also, I am using a aiming camera for this, is that wrong of me?

Share this post


Link to post

The first few lines in the Wiki page explains it:

http://zdoom.org/wiki/ChangeCamera

ie, use ChangeCamera again with the tid arg set to 0 to return to the normal view or have the last arg set to 1 to allow player movement to cancel the camera view.

Share this post


Link to post
Enjay said:

The first few lines in the Wiki page explains it:

http://zdoom.org/wiki/ChangeCamera

ie, use ChangeCamera again with the tid arg set to 0 to return to the normal view or have the last arg set to 1 to allow player movement to cancel the camera view.


Ok thanks!

But now I have a new problem.

I want the camera to focus on a certain spot and a text message to appear. This is how my script looks like now:

#include "zcommon.acs"

script 1 (void)
{
Thing_Activate(1);
ChangeCamera(1, 0, 0);
delay(120);
ChangeCamera(2, 0, 0);
delay(10);
print(S:"This text is suppose to appear");
delay(120);
ChangeCamera(0, 0, 0);
}

But when I tell Doom Builder 2 to compile it I just get a error that says "Unknown cast type in print statement" "line 8"

What does that mean?

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×