CameraJumpScript
v1.4.8
Moves this entity to a stored position and rotation after a wait. The cutscene camera uses it to cut to a second frame.
Find placed ones in the Scene panel with s:CameraJumpScript. See Filter.
Where you put it
Add it to the camera entity, next to the camera scripts. In the sister-rescue cutscene it sits on camera_static under Camera_Root.
What you set
NavalDLC\SceneObj\cutscene_saving_sister stores the first three rows. The last three are buttons and are not written into the scene.
| Panel field | What to do with it |
|---|---|
| WaitBeforeCameraJump | Seconds before the jump. Code default is 2. This cutscene stores 9. |
| CameraJumpPosition | World position the entity jumps to. |
| CameraJumpRotation | Euler rotation, in radians, applied at the jump. |
| SetCurrentCameraTransform | Button. Copies the entity's current position and rotation into the two fields above. |
| Preview | Button. Starts the wait, then jumps. |
| Reset | Button. Puts the entity back where it was when the scene opened in the editor, and cancels the wait. |
What it does
When the mission starts, the wait begins immediately. After WaitBeforeCameraJump seconds the entity frame becomes CameraJumpPosition and CameraJumpRotation. In the editor, Preview runs that same wait. Reset restores the frame from when the entity was opened.
Where it lives
Managed script. The only scene that stores it is NavalDLC\SceneObj\cutscene_saving_sister. No prefab stores it.
Examples
Sister-rescue cut. That scene, entity camera_static under Camera_Root, tags customcamera and camera_instance. WaitBeforeCameraJump is 9. CameraJumpPosition is -15.275, 16.227, 5.274. CameraJumpRotation is 0.841, -0.030, -1.778. The same entity also has camera_instance and PopupSceneCameraPath.