If I am not mistaken, it seems that :
- at the start of each scenario, the camera focus on the Unit(0)
- when making a scenario, the Unit (0) is always the unit that is the nearest to square (0,0) (or the line of squares that is the farthest from the enemy).
Is there a way to focus the camera on another square or unit, say in the middle of the map, at the start of the battle :
- either by making another unit be the number 0
- or by locating the camera over say square (32,11) or unit (12) ?
Location of the camera at the start of a scenario
Moderator: rbodleyscott
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- Field of Glory 2
- Posts: 28014
- Joined: Sun Dec 04, 2005 6:25 pm
Re: Location of the camera at the start of a scenario
There is a script command that you could include in your scenario script:
SetCameraPosition(x, y)
Sets the camera to point at tile x,y.
Try putting it in the
FUNCTION PreBattleSetup()
SetCameraPosition(x, y)
Sets the camera to point at tile x,y.
Try putting it in the
FUNCTION PreBattleSetup()
Richard Bodley Scott
Re: Location of the camera at the start of a scenario
Thank you very much, Richard !
Unfortunately, I can't make it work. Tant pis
Luc
Unfortunately, I can't make it work. Tant pis
Code: Select all
FUNCTION PreBattleSetup()
{
// Set multiplier for unit strength reporting. 100 is 100% - i.e. units are vanilla strength.
// If you set this at 50, units will be around half the size specified in the TotalMen column in the Squads file.
SetUniversalVar("StrengthMultiplier", 100);
// Needs to be set if scenario uses deadline (turn limit) - note that side 0's first turn is turn 0, side 1's first turn is turn 1, side 0's second turn is turn 2 and so on.
// If it is set at 0, or not set at all, the scenario will have no turn limit.
// SetUniversalVar("ScenarioDeadline", 32);
// Customise units for scenarios
CustomiseUnits();
// Reassign teams - Only use if using AI_Masterplan() for AI orders - see above.
// AI_ReassignTeams(1);
SetCameraPosition(29,41);
}
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- Field of Glory 2
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- Joined: Sun Dec 04, 2005 6:25 pm
Re: Location of the camera at the start of a scenario
Maybe setting it in PreBattleSetup() is too soon in the program flow, and the default camera move is processed after it.Athos1660 wrote: ↑Sat Jan 22, 2022 12:53 pm Thank you very much, Richard !
Unfortunately, I can't make it work. Tant pis
LucCode: Select all
FUNCTION PreBattleSetup() { // Set multiplier for unit strength reporting. 100 is 100% - i.e. units are vanilla strength. // If you set this at 50, units will be around half the size specified in the TotalMen column in the Squads file. SetUniversalVar("StrengthMultiplier", 100); // Needs to be set if scenario uses deadline (turn limit) - note that side 0's first turn is turn 0, side 1's first turn is turn 1, side 0's second turn is turn 2 and so on. // If it is set at 0, or not set at all, the scenario will have no turn limit. // SetUniversalVar("ScenarioDeadline", 32); // Customise units for scenarios CustomiseUnits(); // Reassign teams - Only use if using AI_Masterplan() for AI orders - see above. // AI_ReassignTeams(1); SetCameraPosition(29,41); }
Try adding the following near the end of the StartTurnPost(side) function:
Code: Select all
if (GetTurn() == 0)
{
SetCameraPosition(29,41);
}
Richard Bodley Scott
Re: Location of the camera at the start of a scenario
Thank you, Richard, for your help !!!
Unfortunately it seems not to work with my files. I don't know whether or not it matters : in the current version of the scenario, there's no deployment. The battle starts at turn 1. I tried with a deployment. No improvement.
(Still working on the scenario. Did quite a few changes)
Unfortunately it seems not to work with my files. I don't know whether or not it matters : in the current version of the scenario, there's no deployment. The battle starts at turn 1. I tried with a deployment. No improvement.
(Still working on the scenario. Did quite a few changes)
Re: Location of the camera at the start of a scenario
It doesn't work for me either, however, I have been able to move the camera position using this script in the FUNCTION StartTurn(side):Athos1660 wrote: ↑Sun Jan 23, 2022 10:21 am Thank you, Richard, for your help !!!
Unfortunately it seems not to work with my files. I don't know whether or not it matters : in the current version of the scenario, there's no deployment. The battle starts at turn 1. I tried with a deployment. No improvement.
(Still working on the scenario. Did quite a few changes)
Code: Select all
if (GetTurn() == 0)
{
AddVizCam(29, 41, 0)
}
The actual coordinates might need a bit of adjusting to get it exactly where you want, and the camera initially goes to the default unit and then moves to the specified coordinates half a second later, but it's better than nothing.
cheers
Paul
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
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- Field of Glory 2
- Posts: 28014
- Joined: Sun Dec 04, 2005 6:25 pm