boom camera

boom camera

boomcamera

Details

Kode wheel segment Camera
Style Camera control
Modifiers with controls / should track socket / transition easing / In-World Boom camera editor / positioning (multiple) / targeting (multiple) / ignore prop collision/ ignore terrain collision
Primarily WHEN/DO DO
Pre-made brains that use it Unknown

Camera > boom camera

Description

This tile is used to create a camera that represents a view from a set distance, very similar to follow camera. If placed in the player with no modifiers it shows a more pulled back view than you get from a follow camera and moves to keep the player at the centre of the screen. Unlike the follow camera there are no right stick controls by default.

Example Code

WHEN DO [boom camera][Boom camera 1]

Modifiers

with controls: Turns on the right stick camera controls so you can pitch up and down.

should track socket: Pair this with [target socket] and a socket name. Camera will track (keep in view with accompanying up and down movements) that socket when used. Only applicable to moving objects.

WHEN DO [boom camera][should track socket][target socket][left hand]

transition easing: this only applies when moving from another camera to this one. The transition is the way the camera moves to the next. It creates a tracking shot without the use of paths. It needs a second modifier. Choices are ease between, ease to, flat easing.

WHEN DO [boom camera][transition easing][ease between]

Transition modifiers

with controls: Enables the right stick during the transition.
should track socket: If a socket has been chosen as a target, this will track its movements.
ignore prop collision: Camera will ignore any props between the camera and target.
ignore terrain collision: Camera will ignore any terrain voxels between the camera and target.
transition speed: Paired with a number. This determines how quickly the camera will move when transitioning to this camera.
transition time: Paired with a number (seconds). This determines the length of time it takes for the camera to move to this camera (and therefore the speed of the camera – use one or the other)
use linear interpolation: Camera will transition in a straight line from one to the other.

In-World Boom Camera Editor: This allows you to place your boom camera in the world to any angle or position. Use the left and right sticks, zoom in and out and lower and raise the camera to get the desired view. Pressing Right trigger will accept the camera and a tile with that camera number will be created. This is a much easier way of positioning the camera than using the positioning modifiers.

ignore prop collision: If a prop gets between your character and the camera, the default is for the camera to snap closer to the player then zoom back out when the prop is no longer in the way. This tile stops that from happening. Players can pass behind objects.

ignore terrain collision: Same as ignore prop collision, except for terrain voxels.

Positioning modifiers

with controls: Enables the right stick during the transition.
should track socket: If a socket has been chosen as a target, this will track its movements.
ignore prop collision: Camera will ignore any props between the camera and target.
ignore terrain collision: Camera will ignore any terrain voxels between the camera and target.
transition speed: Paired with a number. This determines how quickly the camera will move when transitioning to this camera.
transition time: Paired with a number (seconds). This determines the length of time it takes for the camera to move to this camera (and therefore the speed of the camera – use one or the other)
use linear interpolation: Camera will transition in a straight line from one to the other.

Targeting modifiers

ignore jumping: The camera does not jump with the player, stays in the same y axis position.

dead zone: Paired with a number. This specifies how far the player can move before the camera tracks him.

ignore self as target: Turns the Boom camera into a fixed camera. Does not track the players movements.

target position: NO INFORMATION (Tried targeting an object using IWP and the position tile, but the camera appeared not to point at the object specifically – high and to the left, so not sure how this is supposed to work).

target offset: Paired with a vector variable. This offsets the camera position by the specified vector.

WHEN DO [boom camera][target offset][vectorvar:myoffset]

target socket: You need to specify a target on a separate line of kode using the [look at target] tile. You then choose a socket that the camera will try to keep in view.

WHEN DO [look at target][IWP:Squirrel]

WHEN DO [boom camera][target socket][head]

without zoom: You need to specify a target on a separate line of kode using the [look at target] tile. This will then disable the zoom function and keep the target at a set distance without zooming in as the player gets closer.

Other Uses

None

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