New PathCam + EventsExample Video
My take on the PathCam script from Lilboarder, I borrowed some (a lot of) code but the fundamentals are different
Recommended for gamemodes and filming, I have no clue how this will run on a public freebuild
Incompatible with the old PathCam Script and Events, enabling any of those will break everything
Includes events (Self / Minigame) PathCam_NewKnot Creates a knot with respect to position, speed, type, and path
*Engine limitation of 20 knots, I didn't add a way to count them
PathCam_Reset Resets or clears all knot in the path
PathCam_Start Puts your camera on the starting node
The first time this is used from a created pathcam, there will be a delay of 2-4 seconds and may break your camera if you use PathCamEnd too fast
In the case it does, use /fixpathcam
PathCam_Go Starts PathCam movement from node to node
PathCam_Stop Stops PathCam movement
PathCam_End Ends Pathcam and puts your camera back on the player
New features
Package to create the PathCam object upon your first spawn
Instantaneous Pathcam movement (No 3 second countdown)
Simultaneous path switching (Cutting from one shot to the other)
/whereami to find the exact position of your camera (Use the orb)
*Players cannot move or walk while in PathCamera, I will try to update this in the future
TutorialI will try to have a video up on Wednesday, but if someone else beats me to it I'll put their video on the OP
Anyway, here's a written explanation
1. PathCam_Reset to reset all nodes (the first thing you want to do)
2. Add nodes with PathCam_NewKnot
Format: [Position/Direction] [Speed] [Smoothing Type] [Type]
Example: [15 15 15 0 0 1 1] [2] [Normal] [Linear]
Use /whereami to find the exact position, use admin orb for better results
Each time it is called, a new node will be made
3. PathCam_Start to start up the camera
4. PathCam_Go to begin the camera movement
5. Delay PathCam_End to put the camera on your player
If you forget to and the camera gets stuck, use /fixpathcam
For simultaneous cut shots
1. End
2. Reset
3. Add knot
4. Start
5. Go
All in that order, on the same delay (e.g. 10000ms)
May not work as intended on complex paths
Here's an example .bls save file if you want to see the events work hands-on
I never had the chance to stress test it, the most I've gotten on the test server was 3 players, so use it wisely
Report any bugs or suggestions
Download Here
Change log:
v0.0.2 - Changed from Node to Knot (correct terminology), used the fourth output slot for separating smoothing types from path types
v0.0.1 - Release
Credit to Lilboarder and Space Guy