Map eludium 2. Gt: FORGE PLAY ... I have 6 cameras. No groups. .... I've deleted all cameras and redone them. .... But every custom game starts with only a static view. And not a good one either. ... But the cinimatics work just fine in forge for both teams.
All maps have a built in Static Camera. If you want a custom Static camera (map shot when you can't spectate or to fill cinematic gaps) you must place it manually. The default settings on cameras is 'static view' which means that the camera will be the Static cam. If you want team specific static cams, you must adjust the setting accordingly. Now lets say I want an intro camera to do a basic panning shot of the map. Here is a setting template: Team: Neutral Physics: Phased (I prefer the reliability of Phased) Scene: Intro Shot: 1 Shot Time: 3.00 Field of View: 70.00 (My staple setting.) Movement Pan: Straight Line Forward: 60.00 Horizontal: 0.00 Vertical: 0.00 Depth of Field: Off Associated Game Modes All set to [none] If you do a shot of a team, you should include an 'Animation Location Object' but you seem to be having camera trouble. Now, that would be a basic first shot of a map. If your script looks like this and doesn't work, or it looks different, please walk through your settings on one of camera and I'll go through and see if something is off. Hope this helps!
I don't want a static camera. I've deleted all camreas. Re did them all, and all 6 work in forge. But in customs it does a static camera in a really bad angle. That I didn't place.
How are you 'Testing' them in forge? Are you using the 'Preview' function under the object properties, or are you using the 'Preview' function under Cinematics in the "Tool Settings" tab? If it's the former, then that just shows you camera's view and only applies to its section of the cinematic and might not be representative of the finished product. If it's the latter, then you are likely suffering from a bug or glitch.
The maps hidden default camera is overriding the ones that I put on this map. --- Double Post Merged, Mar 28, 2016 --- I do it under tools. So I can see each teams view. I'll wait for prefabs, and move the objects to annother map and start over.
If your scripts are sound, then you may be suffering from a glitch in the map. If this is the case, then it is beyond my power to help. The 343 forums might have solutions. If your cameras are scripted and work in forge, then they should override the built in camera. Hope you can finds answers. Sorry I couldn't help!
Just throwing this out there... I had a similar issue with one of my cameras at one point. I don't know for sure what caused it, but the camera that was having that issue was pretty close to the boundaries of the skybox. Moving it further away from the skybox's outer boundaries resolved the issue.
The only fix I have found . Is to place my own static camera. All other cameras don't work. (On this map) Sucks not to be able to use cinimatics but at least the one i placed on purpose actually shows the map.
I also tried saving as new name. Switching the canvas. Resetting map traits. Locking just the structures. And deleting all un locked. Than new cinimatics.
@@@@ I fixed it kinda.....!!!! I made all but the animation location camera neutral. And it fixed it. I don't have to do that on other maps. But I don't care as long as it works now.