Camera
From SeriousEngine.com
The camera is used to make cutscenes. You can make a static camera, but you can also use a series of CameraMarkers to create a moving scene.
If you don't want a player to skip your beautifully crafted camera scene need to trigger a PlayerActionMarker with Action set to "WaitForever". This prevents the player from doing anything. Don't forget to trigger a PlayerActionMarker with Action set to "ReleasePlayer" at the end of the camera scene, because otherwise the player is stuck forever. Don't keep a player stuck in a too long camera scene, because that might get boring.
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Functions
Auto Rotation and all AR functions seem to be broken or obsolete. They don't appear to do anything.
- FOV
- The Field of View of the camera. The higher the number, the more you can see. The default is 90.
- Ignore time stretch
- Ignores the effect of the TimeController, and the duration of the camera is relative to real time.
- Name
- Gives the entity a name so you can recognize it easier while watching trigger trees. Useful in the editor only.
- OnBreak
- When the active Camera is broken (with mouse button), the target gets triggered.
- Parent
- Sticks the entity onto another.
- Spawn Flags
- Defines whether the entity is created in specified game modes or not. If a box is flagged, it appears in said mode.
- ENHX define the skill. Easy, Normal, Hard and eXtreme (Serious mode).
- Tourist is easy mode, only with regenerating health. Mental mode is Hard mode with flickering enemies.
- SCD means Single player, Cooperative and Deathmatch.
- Target
- Target a CameraMarker to create a camera sequence.
- Time
- The duration of the camera.
- Widescreen
- If flagged off, you won't get the black bars at the top and bottom of the screen giving the illusion of a wide screen.
