| 
		
	
		| Neelke   Senior Member
 
 Posts: 668
 Threads: 82
 Joined: Apr 2013
 Reputation: 
26
 | 
			| Camera angle turns upside down 
 
				I made a script where a corridor collapses and the screen fades out for a sec. When the screen is back on, the camera is upside down. I have no idea what causes this. But you guys might be able to help me.
 The script (if now necessary):
 
 void TimerCollapse(string &in asTimer)
 {
 FadeOut(0.3);
 
 StopMusic(0.3f, 0);
 StartScreenShake(0.1, 4.7, 0.05, 0.5);
 
 FadePlayerFOVMulTo(0.5, 3);
 
 PlaySoundAtEntity("rumble", "general_rock_rumble_no3d.snt", "Player", 0.5f, true);
 AddTimer("1", 1.0f, "TimerCaveIn");
 AddTimer("3", 3.0f, "TimerCaveIn");
 
 FadePlayerFOVMulTo(4.0f, 4.0f);
 SetRadialBlurStartDist(0.1f);
 FadeRadialBlurTo(1.0f, 5.0f);
 
 StartEffectFlash(0.2, 0.1,0.3);
 SetPlayerActive(false);
 
 AddTimer("caveindone", 3.5f, "TimerCaveInDone");
 
 SetPlayerCrouchDisabled(true);
 SetPlayerJumpDisabled(true);
 }
 
 void TimerCaveInDone(string &in asTimer)
 {
 float fCaveInSpeed = 1.0f;
 AddLocalVarInt("fCaveInSpeed", 1);
 
 switch(GetLocalVarInt("fCaveInSpeed")){
 case 1:
 FadeIn(2.0f);
 MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.8f, 0.8f);
 FadePlayerRollTo(30.0f, 2.0f, 2.0f);
 StartPlayerLookAt("AreaLook_1", 1.2f, 1.2f, "");
 PlayMusic("15_event_elevator.ogg", false, 1.0f, 0.5f, 10, false);
 //To avoid it happen again
 SetLevelDoorLocked("level_engine_1", true);
 SetEntityPlayerInteractCallback("level_engine_1", "InteractCollapsedDoor", false);
 fCaveInSpeed = 1.0f;
 break;
 case 2:
 PlaySoundAtEntity("cloth1", "player_crouch", "Player", 0.2f, false);
 MovePlayerHeadPos(0.0f, 0.8f, 0.5, 1.2f, 1.2f);
 fCaveInSpeed = 1.5f;
 break;
 case 3:
 StartPlayerLookAt("AreaLook_2", 0.5f, 0.5f, "");
 FadeOut(5.0f);
 PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false);
 fCaveInSpeed = 2.0f;
 break;
 case 4:
 StartPlayerLookAt("AreaLook_3", 2.5f, 2.5f, "");
 FadeIn(2.0f);
 FadePlayerRollTo(30.0f, 6.0f, 6.0f);
 break;
 case 5:
 PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false);
 StartPlayerLookAt("AreaLook_1", 0.5f, 0.5f, "");
 FadePlayerRollTo(30.0f, 10.0f, 10.0f);
 FadeOut(3.0f);
 break;
 case 6:
 PlaySoundAtEntity("cloth2", "player_climb", "Player", 0.2f, false);
 MovePlayerHeadPos(0.0f, 0.5f, 0.25f, 0.5f, 0.5f);
 fCaveInSpeed = 0.5f;
 break;
 case 7:
 FadePlayerRollTo(0.0f, 15.0f, 15.0f);
 fCaveInSpeed = 2.0f;
 break;
 case 8:
 PlaySoundAtEntity("sight2", "react_sigh", "Player", 0.4f, false);
 FadeIn(2.0f);
 FadePlayerRollTo(30.0f, 8.0f, 8.0f);
 MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.7f, 0.5f);
 PlaySoundAtEntity("cloth3", "player_crouch", "Player", 0.2f, false);
 break;
 case 9:
 StartPlayerLookAt("AreaLook_1", 1.0f, 0.5f, "");
 fCaveInSpeed = 0.5f;
 break;
 case 10:
 FadePlayerRollTo(30, 30.0f, 30.0f);
 PlaySoundAtEntity("cloth4", "player_stand", "Player", 0.2f, false);
 fCaveInSpeed = 0.5f;
 break;
 case 11:
 FadePlayerRollTo(0, 0.0f, 0.0f);
 PlaySoundAtEntity("cloth5", "player_climb", "Player", 0.5f, false);
 fCaveInSpeed = 0.5f;
 break;
 case 12:
 StartPlayerLookAt("AreaLook_2", 1.5f, 1.5f, "");
 fCaveInSpeed = 1.0f;
 break;
 case 13:
 SetPlayerCrouchDisabled(false);
 SetPlayerJumpDisabled(false);
 FadePlayerRollTo(0, 8.0f, 8.0f);
 MovePlayerHeadPos(0.0f, 0.0f, 0.0f, 0.8f, 0.8f);
 break;
 case 14:
 SetPlayerActive(true);
 break;
 }
 
 if(GetLocalVarInt("fCaveInSpeed") < 14) AddTimer("", fCaveInSpeed, "TimerCaveInDone");
 }
 
 void TimerCaveIn(string &in asTimer)
 {
 if(asTimer == "1"){
 CreateParticleSystemAtEntity("cavein", "ps_break_cavein_local", "cave_in", false);
 PlaySoundAtEntity("caveins", "explosion_rock_large", "cave_in", 0.0f, false);
 TeleportPlayer("PlayerStartArea_5");
 }
 else if(asTimer == "3"){
 StopSound("rumble", 3.0f);
 }
 }
 
				
(This post was last modified: 10-29-2013, 06:40 PM by Neelke.)
 |  |  
	| 10-29-2013, 03:03 PM |  |  
	
		| saito100   Junior Member
 
 Posts: 15
 Threads: 8
 Joined: Jul 2013
 Reputation: 
0
 | 
			| RE: Camera angle turns upside down 
 
				I'll take another look at this later, but I believe for "PlaySoundAtEntity("rumble", "general_rock_rumble_no3d.snt", "Player", 0.5f, true);" you can put "general_rock_rumble.ogg" you can play it without 3d by using this "PlayGuiSound("general_rock_rumble.snt", 0.5f);" if it might save you making that custom snt file.
			 
				
(This post was last modified: 11-05-2013, 04:45 PM by saito100.)
 |  |  
	| 11-04-2013, 05:21 PM |  |  
	
		| Icaab2608   Member
 
 Posts: 85
 Threads: 37
 Joined: Jul 2013
 Reputation: 
0
 | 
			| RE: Camera angle turns upside down 
 
				 (10-29-2013, 03:03 PM)Neelke Wrote:  I made a script where a corridor collapses and the screen fades out for a sec. When the screen is back on, the camera is upside down. I have no idea what causes this. But you guys might be able to help me.
 The script (if now necessary):
 
 void TimerCollapse(string &in asTimer)
 {
 FadeOut(0.3);
 
 StopMusic(0.3f, 0);
 StartScreenShake(0.1, 4.7, 0.05, 0.5);
 
 FadePlayerFOVMulTo(0.5, 3);
 
 PlaySoundAtEntity("rumble", "general_rock_rumble_no3d.snt", "Player", 0.5f, true);
 AddTimer("1", 1.0f, "TimerCaveIn");
 AddTimer("3", 3.0f, "TimerCaveIn");
 
 FadePlayerFOVMulTo(4.0f, 4.0f);
 SetRadialBlurStartDist(0.1f);
 FadeRadialBlurTo(1.0f, 5.0f);
 
 StartEffectFlash(0.2, 0.1,0.3);
 SetPlayerActive(false);
 
 AddTimer("caveindone", 3.5f, "TimerCaveInDone");
 
 SetPlayerCrouchDisabled(true);
 SetPlayerJumpDisabled(true);
 }
 
 void TimerCaveInDone(string &in asTimer)
 {
 float fCaveInSpeed = 1.0f;
 AddLocalVarInt("fCaveInSpeed", 1);
 
 switch(GetLocalVarInt("fCaveInSpeed")){
 case 1:
 FadeIn(2.0f);
 MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.8f, 0.8f);
 FadePlayerRollTo(30.0f, 2.0f, 2.0f);
 StartPlayerLookAt("AreaLook_1", 1.2f, 1.2f, "");
 PlayMusic("15_event_elevator.ogg", false, 1.0f, 0.5f, 10, false);
 //To avoid it happen again
 SetLevelDoorLocked("level_engine_1", true);
 SetEntityPlayerInteractCallback("level_engine_1", "InteractCollapsedDoor", false);
 fCaveInSpeed = 1.0f;
 break;
 case 2:
 PlaySoundAtEntity("cloth1", "player_crouch", "Player", 0.2f, false);
 MovePlayerHeadPos(0.0f, 0.8f, 0.5, 1.2f, 1.2f);
 fCaveInSpeed = 1.5f;
 break;
 case 3:
 StartPlayerLookAt("AreaLook_2", 0.5f, 0.5f, "");
 FadeOut(5.0f);
 PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false);
 fCaveInSpeed = 2.0f;
 break;
 case 4:
 StartPlayerLookAt("AreaLook_3", 2.5f, 2.5f, "");
 FadeIn(2.0f);
 FadePlayerRollTo(30.0f, 6.0f, 6.0f);
 break;
 case 5:
 PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false);
 StartPlayerLookAt("AreaLook_1", 0.5f, 0.5f, "");
 FadePlayerRollTo(30.0f, 10.0f, 10.0f);
 FadeOut(3.0f);
 break;
 case 6:
 PlaySoundAtEntity("cloth2", "player_climb", "Player", 0.2f, false);
 MovePlayerHeadPos(0.0f, 0.5f, 0.25f, 0.5f, 0.5f);
 fCaveInSpeed = 0.5f;
 break;
 case 7:
 FadePlayerRollTo(0.0f, 15.0f, 15.0f);
 fCaveInSpeed = 2.0f;
 break;
 case 8:
 PlaySoundAtEntity("sight2", "react_sigh", "Player", 0.4f, false);
 FadeIn(2.0f);
 FadePlayerRollTo(30.0f, 8.0f, 8.0f);
 MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.7f, 0.5f);
 PlaySoundAtEntity("cloth3", "player_crouch", "Player", 0.2f, false);
 break;
 case 9:
 StartPlayerLookAt("AreaLook_1", 1.0f, 0.5f, "");
 fCaveInSpeed = 0.5f;
 break;
 case 10:
 FadePlayerRollTo(30, 30.0f, 30.0f);
 PlaySoundAtEntity("cloth4", "player_stand", "Player", 0.2f, false);
 fCaveInSpeed = 0.5f;
 break;
 case 11:
 FadePlayerRollTo(0, 0.0f, 0.0f);
 PlaySoundAtEntity("cloth5", "player_climb", "Player", 0.5f, false);
 fCaveInSpeed = 0.5f;
 break;
 case 12:
 StartPlayerLookAt("AreaLook_2", 1.5f, 1.5f, "");
 fCaveInSpeed = 1.0f;
 break;
 case 13:
 SetPlayerCrouchDisabled(false);
 SetPlayerJumpDisabled(false);
 FadePlayerRollTo(0, 8.0f, 8.0f);
 MovePlayerHeadPos(0.0f, 0.0f, 0.0f, 0.8f, 0.8f);
 break;
 case 14:
 SetPlayerActive(true);
 break;
 }
 
 if(GetLocalVarInt("fCaveInSpeed") < 14) AddTimer("", fCaveInSpeed, "TimerCaveInDone");
 }
 
 void TimerCaveIn(string &in asTimer)
 {
 if(asTimer == "1"){
 CreateParticleSystemAtEntity("cavein", "ps_break_cavein_local", "cave_in", false);
 PlaySoundAtEntity("caveins", "explosion_rock_large", "cave_in", 0.0f, false);
 TeleportPlayer("PlayerStartArea_5");
 }
 else if(asTimer == "3"){
 StopSound("rumble", 3.0f);
 }
 }
 Here's a script should be: 
void OnStart ()  
{ 
AddEntityCollideCallback("Player", "Collapse", "TimerCollapse", true, 0); 
} 
void TimerCollapse(string &in asParent, string &in asChild, int alState) 
{ 
FadeOut(0.3); 
StopMusic(0.3f, 0); 
StartScreenShake(0.1, 4.7, 0.05, 0.5); 
FadePlayerFOVMulTo(0.5, 3); 
PlaySoundAtEntity("rumble", "general_rock_rumble_no3d.snt", "Player", 0.5f, true); 
FadePlayerFOVMulTo(4.0f, 4.0f); 
SetRadialBlurStartDist(0.1f); 
FadeRadialBlurTo(1.0f, 5.0f); 
StartEffectFlash(0.2, 0.1,0.3); 
SetPlayerActive(false); 
SetPlayerCrouchDisabled(true); 
SetPlayerJumpDisabled(true); 
AddTimer("caveindone", 3.5f, "TimerCaveInDone"); 
AddTimer("1", 1.0f, "TimerCaveIn"); 
AddTimer("3", 3.0f, "TimerCaveIn"); 
}
 
void TimerCaveInDone(string &in asTimer) 
{ 
float fCaveInSpeed = 1.0f; 
AddLocalVarInt("fCaveInSpeed", 1);
 
switch(GetLocalVarInt("fCaveInSpeed")){ 
case 1: 
FadeIn(2.0f); 
MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.8f, 0.8f); 
FadePlayerRollTo(30.0f, 2.0f, 2.0f); 
StartPlayerLookAt("AreaLook_1", 1.2f, 1.2f, ""); 
PlayMusic("15_event_elevator.ogg", false, 1.0f, 0.5f, 10, false); 
//To avoid it happen again 
SetLevelDoorLocked("level_engine_1", true); 
SetEntityPlayerInteractCallback("level_engine_1", "InteractCollapsedDoor", false); 
fCaveInSpeed = 1.0f; 
break; 
case 2: 
PlaySoundAtEntity("cloth1", "player_crouch", "Player", 0.2f, false); 
MovePlayerHeadPos(0.0f, 0.8f, 0.5, 1.2f, 1.2f); 
fCaveInSpeed = 1.5f; 
break; 
case 3: 
StartPlayerLookAt("AreaLook_2", 0.5f, 0.5f, ""); 
FadeOut(5.0f); 
PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); 
fCaveInSpeed = 2.0f; 
break; 
case 4: 
StartPlayerLookAt("AreaLook_3", 2.5f, 2.5f, ""); 
FadeIn(2.0f); 
FadePlayerRollTo(30.0f, 6.0f, 6.0f); 
break; 
case 5: 
PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); 
StartPlayerLookAt("AreaLook_1", 0.5f, 0.5f, ""); 
FadePlayerRollTo(30.0f, 10.0f, 10.0f); 
FadeOut(3.0f); 
break; 
case 6: 
PlaySoundAtEntity("cloth2", "player_climb", "Player", 0.2f, false); 
MovePlayerHeadPos(0.0f, 0.5f, 0.25f, 0.5f, 0.5f); 
fCaveInSpeed = 0.5f; 
break; 
case 7: 
FadePlayerRollTo(0.0f, 15.0f, 15.0f); 
fCaveInSpeed = 2.0f; 
break; 
case 8: 
PlaySoundAtEntity("sight2", "react_sigh", "Player", 0.4f, false); 
FadeIn(2.0f); 
FadePlayerRollTo(30.0f, 8.0f, 8.0f); 
MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.7f, 0.5f); 
PlaySoundAtEntity("cloth3", "player_crouch", "Player", 0.2f, false); 
break; 
case 9: 
StartPlayerLookAt("AreaLook_1", 1.0f, 0.5f, ""); 
fCaveInSpeed = 0.5f; 
break; 
case 10: 
FadePlayerRollTo(30, 30.0f, 30.0f); 
PlaySoundAtEntity("cloth4", "player_stand", "Player", 0.2f, false); 
fCaveInSpeed = 0.5f; 
break; 
case 11: 
FadePlayerRollTo(0, 0.0f, 0.0f); 
PlaySoundAtEntity("cloth5", "player_climb", "Player", 0.5f, false); 
fCaveInSpeed = 0.5f; 
break; 
case 12: 
StartPlayerLookAt("AreaLook_2", 1.5f, 1.5f, ""); 
fCaveInSpeed = 1.0f; 
break; 
case 13: 
SetPlayerCrouchDisabled(false); 
SetPlayerJumpDisabled(false); 
FadePlayerRollTo(0, 8.0f, 8.0f); 
MovePlayerHeadPos(0.0f, 0.0f, 0.0f, 0.8f, 0.8f); 
break; 
case 14: 
SetPlayerActive(true); 
break; 
}
 
if(GetLocalVarInt("fCaveInSpeed") < 14) AddTimer("", fCaveInSpeed, "TimerCaveInDone"); 
}
 
void TimerCaveIn(string &in asTimer) 
{ 
if(asTimer == "1"){ 
CreateParticleSystemAtEntity("cavein", "ps_break_cavein_local", "cave_in", false); 
PlaySoundAtEntity("caveins", "explosion_rock_large", "cave_in", 0.0f, false); 
TeleportPlayer("PlayerStartArea_5"); 
} 
else if(asTimer == "3"){ 
StopSound("rumble", 3.0f); 
} 
}
			 |  |  
	| 11-05-2013, 07:27 PM |  |  
	
		| Neelke   Senior Member
 
 Posts: 668
 Threads: 82
 Joined: Apr 2013
 Reputation: 
26
 | 
			| RE: Camera angle turns upside down 
 
				Could you please tell me what you changed? I wanna know what you did so I might not do that same mistake again.
			 |  |  
	| 11-05-2013, 07:57 PM |  |  
	
		| Icaab2608   Member
 
 Posts: 85
 Threads: 37
 Joined: Jul 2013
 Reputation: 
0
 | 
			| RE: Camera angle turns upside down 
 
				 (11-05-2013, 07:57 PM)Neelke Wrote:  Could you please tell me what you changed? I wanna know what you did so I might not do that same mistake again. Ok: 
void OnStart ()  
{
AddEntityCollideCallback("Player", "Collapse", "TimerCollapse", true, 0); 
} 
void TimerCollapse(string &in asParent, string &in asChild, int alState ) 
{ 
FadeOut(0.3); 
StopMusic(0.3f, 0); 
StartScreenShake(0.1, 4.7, 0.05, 0.5); 
FadePlayerFOVMulTo(0.5, 3); 
PlaySoundAtEntity("", "general_rock_rumble_no3d.snt", "Player", 0.5 , true); 
FadePlayerFOVMulTo(4.0f, 4.0f); 
SetRadialBlurStartDist(0.1f); 
FadeRadialBlurTo(1.0f, 5.0f); 
StartEffectFlash(0.2, 0.1,0.3); 
SetPlayerActive(false); 
SetPlayerCrouchDisabled(true); 
SetPlayerJumpDisabled(true); 
AddTimer("caveindone", 3.5f, "TimerCaveInDone"); 
AddTimer("1", 1.0f, "TimerCaveIn"); 
AddTimer("3", 3.0f, "TimerCaveIn"); 
} 
void TimerCaveInDone(string &in asTimer) 
{ 
float fCaveInSpeed = 1.0f; 
AddLocalVarInt("fCaveInSpeed", 1); 
switch(GetLocalVarInt("fCaveInSpeed")){ 
case 1: 
FadeIn(2.0f); 
MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.8f, 0.8f); 
FadePlayerRollTo(30.0f, 2.0f, 2.0f); 
StartPlayerLookAt("AreaLook_1", 1.2f, 1.2f, ""); 
PlayMusic("15_event_elevator.ogg", false, 1.0, 0.5, 10 , false); 
//To avoid it happen again 
SetLevelDoorLocked("level_engine_1", true); 
SetEntityPlayerInteractCallback("level_engine_1", "InteractCollapsedDoor", false); 
fCaveInSpeed = 1.0f; 
break; 
case 2: 
PlaySoundAtEntity("cloth1", "player_crouch", "Player", 0.2 , false); 
MovePlayerHeadPos(0.0f, 0.8f, 0.5, 1.2f, 1.2f); 
fCaveInSpeed = 1.5f; 
break; 
case 3: 
StartPlayerLookAt("AreaLook_2", 0.5f, 0.5f, ""); 
FadeOut(5.0f); 
PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); 
fCaveInSpeed = 2.0f; 
break; 
case 4: 
StartPlayerLookAt("AreaLook_3", 2.5f, 2.5f, ""); 
FadeIn(2.0 ); 
FadePlayerRollTo(30.0f, 6.0f, 6.0f); 
break; 
case 5: 
PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5 , false); 
StartPlayerLookAt("AreaLook_1", 0.5f, 0.5f, ""); 
FadePlayerRollTo(30.0f, 10.0f, 10.0f); 
FadeOut(3.0 ); 
break; 
case 6: 
PlaySoundAtEntity("cloth2", "player_climb", "Player", 0.2 , false); 
MovePlayerHeadPos(0.0f, 0.5f, 0.25f, 0.5f, 0.5f); 
fCaveInSpeed = 0.5f; 
break; 
case 7: 
FadePlayerRollTo(0.0f, 15.0f, 15.0f); 
fCaveInSpeed = 2.0f; 
break; 
case 8: 
PlaySoundAtEntity("sight2", "react_sigh", "Player", 0.4 , false); 
FadeIn(2.0 ); 
FadePlayerRollTo(30.0f, 8.0f, 8.0f); 
MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.7f, 0.5f); 
PlaySoundAtEntity("cloth3", "player_crouch", "Player", 0.2 , false); 
break; 
case 9: 
StartPlayerLookAt("AreaLook_1", 1.0f, 0.5f, ""); 
fCaveInSpeed = 0.5f; 
break; 
case 10: 
FadePlayerRollTo(30, 30.0f, 30.0f); 
PlaySoundAtEntity("cloth4", "player_stand", "Player", 0.2 , false); 
fCaveInSpeed = 0.5f; 
break; 
case 11: 
FadePlayerRollTo(0, 0.0f, 0.0f); 
PlaySoundAtEntity("cloth5", "player_climb", "Player", 0.5 , false); 
fCaveInSpeed = 0.5f; 
break; 
case 12: 
StartPlayerLookAt("AreaLook_2", 1.5f, 1.5f, ""); 
fCaveInSpeed = 1.0f; 
break; 
case 13: 
SetPlayerCrouchDisabled(false); 
SetPlayerJumpDisabled(false); 
FadePlayerRollTo(0, 8.0f, 8.0f); 
MovePlayerHeadPos(0.0f, 0.0f, 0.0f, 0.8f, 0.8f); 
break; 
case 14: 
SetPlayerActive(true); 
break; 
} 
if(GetLocalVarInt("fCaveInSpeed") < 14) AddTimer("", fCaveInSpeed, "TimerCaveInDone"); 
} 
void TimerCaveIn(string &in asTimer) 
{ 
if(asTimer == "1"){ 
CreateParticleSystemAtEntity("cavein", "ps_break_cavein_local", "cave_in", false); 
PlaySoundAtEntity("caveins", "explosion_rock_large", "cave_in", 0.0f, false); 
TeleportPlayer("PlayerStartArea_5"); 
} 
else if(asTimer == "3"){ 
StopSound("rumble", 3.0f); 
} 
} 
Next, I think you'll all understand. 
If that fails, it is better to download notepad:http://wiki.frictionalgames.com/hpl2/thi...xt/notepad .
			 |  |  
	| 11-06-2013, 05:43 PM |  |  |