Documentation

This page contain examples. For generic information or to get started, you want to check out the Getting Started guide.

Scroll down to browse the examples. These examples can also be found in the distributed zip-file, ready to be tested in-game.

Scene and Script Examples

Hello World

mods/friyas-cinematics/Cinematics/examples/0010 - Hello World.txt

/scene start
	/camera move for 3s
		target +0 +3 +0
/scene end

This is roughly the most simple scene you can create.

 

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Hello World with comments

mods/friyas-cinematics/Cinematics/examples/0020 - Hello World with comments.txt

#
# This is a comment. Comments will be ignored when running a script.
# Comments are what you should be looking for to get an explanation on what is happening.
#
# This file is a script (as in movie script, not as in programming), it has the .txt 
# extension so they can easily be edited in e.g. notepad.
#
# Below I'll explain what is happening in here.
#

# Every script must have at least one scene. This is how you create a scene.
/scene start

	# This is a camera *command*, we tell the camera to move for 3 seconds (s for seconds).
	/camera move for 3s
		# It will not move on west/east (x), but it will move +3 tiles along north/south (+3 means 3 south).
		# It will also not attempt to change height.
		target +0 +3 +0

# This is how you end a scene.
/scene end

 

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Flight

mods/friyas-cinematics/Cinematics/examples/0030 - Flight.txt

#
# Very often when you are creating a scene you will want to move at variable speed and height.
# That's when 'flight' comes in handy. You may want to activate flight automatically when a 
# scene starts running.
#
# We use the same scene as "Hello World" but with a new addition.
#
/scene start
	# Our new addition, the /setup command
	/setup
		# This will make sure flight is enabled when the scene starts running.
		tell console flight

	# This is the same as in "Hello World"
	/camera move for 3s
		target +0 +3 +0
/scene end

 

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HUD off

mods/friyas-cinematics/Cinematics/examples/0040 - HUD off.txt

#
# Turning off the HUD.
#
/scene start
	/setup
		tell console "flight"
		# Turning off the HUD is kinda nice if you are recording something. Let's make it happen.
		option hud off

	# We now move 3 tiles east, 3 tiles south (so, southeast) and go up 200 height
	/camera move for 5s
		target +3 +3 +200
/scene end

 

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Waypoints and target

mods/friyas-cinematics/Cinematics/examples/0050 - Waypoints and target.txt

#
# Up until now we've only moved to a target location and then the scene was done. What 
# actually make things a bit more interesting is the ability to set paths to follow.
#
# Each command must have a target, that's where the camera will end up when it is done,
# in the case below, after 15 seconds.
#
# So, introducing the waypoint...
#
/scene start
	/setup
		tell console "flight"

	# Let's say we want to go somewhere, and then return back to where we started.
	/camera move for 15s
		# First go three tiles south and 200 height upwards
		waypoint +0 -3 +200

		# Next we go 3 tiles east and an additional 100 height upwards (to 300)
		waypoint +3 +0 +300

		# When that is done, we return to where we started -- which is our final destination,
		# the target.
		target +0 +0 +0
/scene end

 

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Move along a path using bearings

mods/friyas-cinematics/Cinematics/examples/0060 - Move along a path using bearings.txt

#
# Doing things with numbers can sometimes make it a bit more complicated than it needs to be.
#
# So, instead of doing +3 or whatever on X or Y axis, you can use plain English.
#
# We'll use the last example but change it up to use English instead.
#
/scene start
	/setup
		tell console "flight"

	# Let's say we want to go somewhere, and then return back to where we started.
	/camera move for 15s
		# First go three tiles south and 200 height upwards
		waypoint 3 south 200 up

		# Next we go 3 tiles east and an additional 100 height upwards (to 300)
		waypoint 3 east 300 up

		# When that is done, we return to where we started -- which is our final destination,
		# the target. We just say, 0 in whatever direction, that will take us back to where
		# we were.
		target 0 north 0 up

		# Directions that work are (clock wise):
		# north, north-northeast, northeast, east-northeast, east, east-southeast, southeast, south-southeast,
		# south, south-southwest, southwest, west-southwest, west, west-northwest, northwest, north-northwest
		#
		# Additionally, up and down works.
		#
		# The above directions can also be abbreviated to make it a bit less verbose:
		# n, nne, ne, ene, e, ese, se, sse, s, ssw, sw, wsw, w, wnw, nw, nnw
		#
		# ...and likewise here: u for up, d for down.
/scene end

 

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Rotate a bit

mods/friyas-cinematics/Cinematics/examples/0065 - Rotate a bit.txt

#
# Let's name this scene, it looks better in the Cinematics tab in-game. I call it "Simple Rotation",
# and then append that to /scene start.
#
/scene start "Simple Rotation"
	/setup
		tell console "flight"

	# New type of camera movement here, "rotate". Works just like a "/camera move" but instead
	# just pans the view.
	#
	# We tell it to take 4 seconds to get to the target (+20 degrees in the case below)
	/camera rotate for 4s
		# Pan the camera +20 degrees along X, leave Y alone.
		target +20 +0
/scene end

 

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Rotate 360 degrees

mods/friyas-cinematics/Cinematics/examples/0070 - Rotate 360 degrees.txt

#
# This extends on the previous example, and introduces a neat trick.
#
/scene start "360 degree rotation"
	/setup
		tell console "flight"

	# This is a trick you'll find yourself wanting to use pretty often. Basically, when you
	# want to do something for a number of seconds you set that the move should take that long.
	# But very often you simply want to set a current starting position, so we do that with 
	# a command of no duration (0 seconds).
	/camera rotate for 0s
		target 0 0

	# The above made sure that our camera is now facing north and center, so we have a predictable
	# situation to work from.
	/camera rotate for 14s
		# The first half of this rotation we spend going to 180 degrees along X...
		waypoint 180 0

		# ...and the remainder to do a full rotation.
		target 360 0

		# We do not touch the Y axis (look up or down) at all in this example.
/scene end

 

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Focus on a location

mods/friyas-cinematics/Cinematics/examples/0080 - Focus on a location.txt

#
# This is the first time we use several camera movements with a duration in the same scene.
#
# All commands will run simultaneously. There are several ways to get commands to not do this,
# including multiple scenes, but we'll get to that a bit later on.
#
# What we're going to do here is focus on a location and move a bit.
#
/scene start
	/setup
		tell console "flight"

	# This is the same trick as we did earlier. We want to quickly go to our destination without 
	# wasting time. The only difference now is that we use a new type of camera movement. 
	# 
	# The 'focus' type.
	/camera focus for 0s
		target 5 southeast 80 down

	# Like above, but this time spend 20 seconds holding that focus. It will do this on the tile 
	# 5 tiles southeast and a bit below us.
	/camera focus for 20s
		target 5 southeast 80 down

	# This command will run simultaneously with the one above, let's go 15 tiles east and 100 up.
	/camera move for 20s
		target 15 east 100 up

/scene end

 

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Move along a path

mods/friyas-cinematics/Cinematics/examples/0090 - Move along a path.txt

#
# Let's revisit camera waypoints and illustrate that you can have as many waypoints as you want,
# but only one target. Your final destination.
#
/scene start
	/setup
		tell console "flight"

	/camera move for 20s
		waypoint 10 south 50 up
		waypoint 15 southeast 50 up
		waypoint 20 southeast 50 up
		waypoint 15 east 50 up

		# ...and this returns us to where we started.
		target 0 east 0 up

/scene end

 

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Move around with focus in middle

mods/friyas-cinematics/Cinematics/examples/0100 - Move around with focus in middle.txt

#
# Let's revisit camera focusing and go around in a circle around our previous focus example.
#
/scene start
	/setup
		tell console "flight"

	# This is the same trick old trick as earlier. Make sure we have a predictable starting point.
	/camera focus for 0s
		target +5 +5 -80

	# Spend 20 seconds focusing on a tile 5 southeast of us and a bit below.
	/camera focus for 20s
		target +5 +5 -80

	# Move around a point we are focusing on.
	/camera move for 20s
		waypoint 10 south 50 up
		waypoint 15 southeast 50 up
		waypoint 20 southeast 50 up
		waypoint 15 east 50 up
		target 0 east 0 up

/scene end

 

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Move while facing forward

mods/friyas-cinematics/Cinematics/examples/0110 - Move while facing forward.txt

#
# Sometimes you may want to simply focus forward when moving around. This can be done in multiple ways
# and you can do this with a lot more freedom if you look at the example called 
# "Focus ahead with delayed movement".
#
/scene start
	/setup
		tell console "flight"

	# Easily done, set target to be 'ahead'...
	/camera focus for 20s
		target ahead

	# Move around while we are looking ahead...
	/camera move for 20s
		waypoint 10 south 50 up
		waypoint 15 southeast 50 up
		waypoint 20 southeast 50 up
		waypoint 15 east 50 up

		# Take us back to where we started.
		target 0 east 0 up

/scene end

 

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Relative vs Absolute

mods/friyas-cinematics/Cinematics/examples/0120 - Relative vs Absolute.txt

#
# Up until this point we've only used relative coordinates and bearings. That is, it was always
# based on where you started from.
#
# Most of the time you actually want to use absolute coordinates, or absolute tiles. A map is
# always square. Usually they are 2048 x 2048, but sometimes 4096 x 4096 and even 8192 x 8192.
#
# In this example we are going to use absolute coordinates in the center of a 4096 x 4096 map.
# The server used is actually Zenath, and the location is around the starter town "Sol".
#
# There are a few things to put in mind before digging in here...
#
# 1) Since we are using absolute coordinates, we have to get there somehow. Preferably without
#    the server kicking us out for being cheaters. Therefore we need to have a mod installed 
#    on a server that provide us with the "#goto" command.
#    You can find the mod here: https://forum.wurmonline.com/index.php?/topic/162940-released-gm-goto-server/
#
# 2) When you teleport in Wurm there is a lot of things going on, so it takes a little while
#    for the world to get loaded at your new location. So we need to wait a bit after teleporting.
#    So, we are introducing the "wait" in /setup.
#
# 3) Just like you would with 'tell console' (which tells the client a command), you can tell 
#    the server something too. That's how we actually tell the server to teleport us.
# 
# 4) In case the goto mod is not installed, we give a heads up in the Cinematics tab. 
#
#
# Alright, a lot at once!
#
/scene start
	/setup
		# See (4) above.
		tell cinematics "This example requires the server mod GM Goto to be installed on the server. Edit the example for details..."
		tell console "flight"

		# Tell the server to move us to this absolute tile. See (3) above.
		tell server "#goto 2149 1758"

		# We need to wait for the world to load in. Let's be generous and give it four seconds. See (2) above.		
		wait 4s

	# Move us!
	/camera move for 60s
		waypoint 2150 1758 5
		waypoint 2154 1746 400
		waypoint 2099 1736 160
		waypoint 2088 1735 15
		waypoint 2087 1726 23
		waypoint 2085 1716 40
		waypoint 2051 1694 24
		waypoint 2044 1672 25
		waypoint 2038 1674 12
		waypoint 2033 1677 12
		target 2032 1682 12

	# Instantly set our focus.
	/camera focus for 0s
		target 2033 1683 12

	# Keep focus on that tile for the duration of the "move".
	/camera focus for 60s
		target 2033 1683 12

/scene end

 

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What about them quotes

mods/friyas-cinematics/Cinematics/examples/0130 - What about them quotes.txt

#
# See the "tell cinematics" below for an explanation.
#
/scene start "What about them quotes?"
	/setup
		tell cinematics "If you ever need to pass in multiple words as one argument, just surround them with quotes."
		tell cinematics "You can open this example to see how it is done."
		tell cinematics "This script does nothing but output this text."

	# Okay, I lied. We moved the camera slightly.
	/camera rotate for 1s
		target +1 +0

/scene end

 

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Free movement with focus

mods/friyas-cinematics/Cinematics/examples/0140 - Free movement with focus.txt

#
# Sometimes you may want to have a fixed focus but flexible movement, easily done...
#
/scene start "Free movement with focus"
	/setup
		tell console "flight"
		tell cinematics "Attempt to move around like you normally would..."
	
	# Instantly set our focus.
	/camera focus for 0s
		target +5 +0 +0

	# Keep focus on that tile for 20 seconds.
	/camera focus for 20s
		target +5 +0 +0

/scene end

 

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Easing - back

mods/friyas-cinematics/Cinematics/examples/0150 - Easing - back.txt

#
# You may have forgotten it, but your scene does not have to have flight enabled. In this case
# we are not even moving, just using focus. 
#
# But, what is an easing? It's an algorithm that controls the speed of, for instance, an animation.
# This will give a desired effect, whether it be a smooth move, linear move, a bouncing move or
# what have you. We will go through the available easings in Friya's Cinematics in the next few
# examples.
#
# Do note that the easing algorithms can be applied to rotate, move, focus (and other things not yet 
# introduced). In our examples here we do however always use 'focus' to easily compare between them.
#
# If you do not specify an easing, "quad" is used by default.
#
# For information on this easing: http://filterbubbles.com/wurm-unlimited/cinematics/easings.html
#
/scene start "Easing example: back"

	/camera focus for 5s
		waypoint +100 +0 +0
		target +0 +100 +0

		# Introducing a new thing -- "use"! See above for the juicy bits on this.
		use easing back

/scene end

 

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Easing - bounce

mods/friyas-cinematics/Cinematics/examples/0151 - Easing - bounce.txt

#
# Note that the easing algorithms can be applied to rotate, move, focus (and other things not yet 
# introduced). In our examples here we do however always use 'focus' to easily compare between them.
#
# If you do not specify an easing, "quad" is used by default.
#
# For information on this easing: http://filterbubbles.com/wurm-unlimited/cinematics/easings.html
#
/scene start "Easing example: bounce"

	/camera focus for 5s
		waypoint +100 +0 +0
		target +0 +100 +0

		# Use the desired easing...
		use easing bounce

/scene end

 

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Easing - circ

mods/friyas-cinematics/Cinematics/examples/0152 - Easing - circ.txt

#
# Note that the easing algorithms can be applied to rotate, move, focus (and other things not yet 
# introduced). In our examples here we do however always use 'focus' to easily compare between them.
#
# If you do not specify an easing, "quad" is used by default.
#
# For information on this easing: http://filterbubbles.com/wurm-unlimited/cinematics/easings.html
#
/scene start "Easing example: circ"

	/camera focus for 5s
		waypoint +100 +0 +0
		target +0 +100 +0

		# Use the desired easing...
		use easing circ

/scene end

 

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Easing - cubic

mods/friyas-cinematics/Cinematics/examples/0153 - Easing - cubic.txt

#
# Note that the easing algorithms can be applied to rotate, move, focus (and other things not yet 
# introduced). In our examples here we do however always use 'focus' to easily compare between them.
#
# If you do not specify an easing, "quad" is used by default.
#
# For information on this easing: http://filterbubbles.com/wurm-unlimited/cinematics/easings.html
#
/scene start "Easing example: cubic"

	/camera focus for 5s
		waypoint +100 +0 +0
		target +0 +100 +0

		# Use the desired easing...
		use easing cubic

/scene end

 

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Easing - elastic

mods/friyas-cinematics/Cinematics/examples/0154 - Easing - elastic.txt

#
# Note that the easing algorithms can be applied to rotate, move, focus (and other things not yet 
# introduced). In our examples here we do however always use 'focus' to easily compare between them.
#
# If you do not specify an easing, "quad" is used by default.
#
# For information on this easing: http://filterbubbles.com/wurm-unlimited/cinematics/easings.html
#
/scene start "Easing example: elastic"

	/camera focus for 5s
		waypoint +100 +0 +0
		target +0 +100 +0

		# Use the desired easing...
		use easing elastic

/scene end

 

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Easing - expo

mods/friyas-cinematics/Cinematics/examples/0155 - Easing - expo.txt

#
# Note that the easing algorithms can be applied to rotate, move, focus (and other things not yet 
# introduced). In our examples here we do however always use 'focus' to easily compare between them.
#
# If you do not specify an easing, "quad" is used by default.
#
# For information on this easing: http://filterbubbles.com/wurm-unlimited/cinematics/easings.html
#
/scene start "Easing example: expo"

	/camera focus for 5s
		waypoint +100 +0 +0
		target +0 +100 +0

		# Use the desired easing...
		use easing expo

/scene end

 

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Easing - linear

mods/friyas-cinematics/Cinematics/examples/0156 - Easing - linear.txt

#
# Note that the easing algorithms can be applied to rotate, move, focus (and other things not yet 
# introduced). In our examples here we do however always use 'focus' to easily compare between them.
#
# If you do not specify an easing, "quad" is used by default.
#
# For information on this easing: http://filterbubbles.com/wurm-unlimited/cinematics/easings.html
#
/scene start "Easing example: linear"

	/camera focus for 5s
		waypoint +100 +0 +0
		target +0 +100 +0

		# Use the desired easing...
		use easing linear

/scene end

 

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Easing - quad

mods/friyas-cinematics/Cinematics/examples/0157 - Easing - quad.txt

#
# Note that the easing algorithms can be applied to rotate, move, focus (and other things not yet 
# introduced). In our examples here we do however always use 'focus' to easily compare between them.
#
# If you do not specify an easing, "quad" is used by default.
#
# For information on this easing: http://filterbubbles.com/wurm-unlimited/cinematics/easings.html
#
/scene start "Easing example: quad"

	/camera focus for 5s
		waypoint +100 +0 +0
		target +0 +100 +0

		# Use the desired easing...
		use easing quad

/scene end

 

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Easing - quart

mods/friyas-cinematics/Cinematics/examples/0158 - Easing - quart.txt

#
# Note that the easing algorithms can be applied to rotate, move, focus (and other things not yet 
# introduced). In our examples here we do however always use 'focus' to easily compare between them.
#
# If you do not specify an easing, "quad" is used by default.
#
# For information on this easing: http://filterbubbles.com/wurm-unlimited/cinematics/easings.html
#
/scene start "Easing example: quart"

	/camera focus for 5s
		waypoint +100 +0 +0
		target +0 +100 +0

		# Use the desired easing...
		use easing quart

/scene end

 

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Easing - quint

mods/friyas-cinematics/Cinematics/examples/0159 - Easing - quint.txt

#
# Note that the easing algorithms can be applied to rotate, move, focus (and other things not yet 
# introduced). In our examples here we do however always use 'focus' to easily compare between them.
#
# If you do not specify an easing, "quad" is used by default.
#
# For information on this easing: http://filterbubbles.com/wurm-unlimited/cinematics/easings.html
#
/scene start "Easing example: quint"

	/camera focus for 5s
		waypoint +100 +0 +0
		target +0 +100 +0

		# Use the desired easing...
		use easing quint

/scene end

 

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Easing - sine

mods/friyas-cinematics/Cinematics/examples/0160 - Easing - sine.txt

#
# Note that the easing algorithms can be applied to rotate, move, focus (and other things not yet 
# introduced). In our examples here we do however always use 'focus' to easily compare between them.
#
# If you do not specify an easing, "quad" is used by default.
#
# For information on this easing: http://filterbubbles.com/wurm-unlimited/cinematics/easings.html
#
/scene start "Easing example: sine"

	/camera focus for 5s
		waypoint +100 +0 +0
		target +0 +100 +0

		# Use the desired easing...
		use easing sine

/scene end

 

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Easing in and out

mods/friyas-cinematics/Cinematics/examples/0161 - Easing in and out.txt

#
# You can tell the easing of your movement to do it on the way "in", or "out" or both (inout)...
#
/scene start "Easing example: bounce in and out"

	/camera focus for 5s
		waypoint +100 +0 +0
		target +0 +100 +0

		# Use the desired easing -- and tell it do to it both in and out...
		use easing bounce inout

		# If you just want to do it "in", specify "in" like so:
		# 	use easing bounce in
		# ...and likewise with out:
		#	use easing bounce out

/scene end

 

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Pathing

mods/friyas-cinematics/Cinematics/examples/0170 - Pathing.txt

#
# In the previous examples I just covered easings, which says how a command should start and end.
#
# There's another use for the "use" keyword, and that is how commands should transition from one
# waypoint to another. Without transition between waypoints we'd get a rather artificial feeling
# to our movements.
#
# So, introducing: use pathing ...
#
# Currently there are only two different pathings implemented:
# - linear
# - catmull-rom
#
# If not specified "Cinematics" will always use catmull-rom, but there are definitely cases where 
# you just want similar linear movement to make sure you really go through your control point.
#
/scene start
	/setup
		tell console "flight"

	/camera focus for 0s
		target +5 +5 -80
	/camera focus for 20s
		target +5 +5 -80

	/camera move for 20s
		waypoint 10 south 50 up
		waypoint 15 southeast 50 up
		waypoint 20 southeast 50 up
		waypoint 15 east 50 up
		target 0 east 0 up

		# We don't actually need to specify quad, since that is default. But doing it for clarity.
		use easing quad inout

		# Use linear pathing between waypoints instead of the default catmull-rom...
		use pathing linear

/scene end

 

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Follow a moving object

mods/friyas-cinematics/Cinematics/examples/0180 - Follow a moving object.txt

#
# In order to run this scene you will need to pick a target to follow, once you have
# done that, enter its ID into the designated place below.
#
# Q: How do you get the ID of an object?
# A: Right click on a creature, then go into the menu: 
#    Friya's Cinematics -> Scene Designer -> Get object ID
#
# Note down the number (ID), then replace ID_HERE with the creature's ID.
#
/scene start "Follow example"
	/setup
		tell console "flight"
		tell cinematics "We need a creature to follow in order to run this, please edit the script for instructions..."

	# The script will run for 60 seconds, but you can of course stop it at any point...
	/camera follow for 60s
		#
		# This says we should place ourselves 1 tile south of the creature, and move with it as it moves.
		#
		target creature ID_HERE +0 +1 +0
		use easing quad inout

/scene end

 

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Focus on a moving object

mods/friyas-cinematics/Cinematics/examples/0190 - Focus on a moving object.txt

#
# We just did follow the creature, now let's just look at a creature as it moves...
#
# In order to run this scene you will need to pick a target to look at, once you have
# done that, enter its ID into the designated place below.
#
# Q: How do you get the ID of an object?
# A: Right click on a creature, then go into the menu: 
#    Friya's Cinematics -> Scene Designer -> Get object ID
#
# Note down the number (ID), then replace ID_HERE with the creature's ID.
#
/scene start "Look-at example"
	/setup
		tell cinematics "We need a creature to look at in order to run this, please edit the script for instructions..."

	# The script will run for 60 seconds, but you can of course stop it at any point...
	/camera focus for 60s
		target creature ID_HERE
		use easing quad inout

/scene end

 

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Multiple scenes

mods/friyas-cinematics/Cinematics/examples/0200 - Multiple scenes.txt

#
# A scene is defined as "a sequence of continuous action in a play, film, opera, or book".
#
# A script can consist of many scenes as you move from one location to another. Scenes
# will run in sequence in the order in which they appear in the script. A scene ends when
# all its commands has ended.
#
/scene start "Scene 1"
	/setup
		tell console flight

	/camera focus for 5s
		waypoint +0 +1000 +0
		target +1000 +0 +0

/scene end

#
# Our second scene will start as the first one is done, that is after five seconds.
#
/scene start "Scene 2"

	/camera move for 5s
		waypoint +0 +2 +0
		target +0 +0 +0

/scene end

#
# Our third scene will start as the second one is done, that is after ten seconds (in total).
#
/scene start "Scene 3"

	/camera rotate for 3s
		target +0 +0

/scene end

 

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Less than a second

mods/friyas-cinematics/Cinematics/examples/0210 - Less than a second.txt

#
# So far I've only used full seconds as a unit of time. That is of course not always optimal
# as you very often want more control...
#
# When you see, for example, "3s", that means 3 seconds... the "s" can be also be the following:
# - ms : milliseconds (1000ms = 1s, 9000 = 9s, etc)
# - s  : second
# - m  : minute
# - h  : hour
# - d  : day (I imagine this one will not be used very often)
#
/scene start "Less than a second"
	/setup
		tell console "flight"

	# Move camera to +100 height for 3500 milliseconds (3.5 seconds)
	/camera move for 3500ms
		waypoint +0 +0 +100
		target +0 +0 +0

	# Rotate camera 2 degrees for 411 milliseconds (0.4 seconds)
	/camera rotate for 411ms
		waypoint +0 +2
		target +0 +0
/scene end

 

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Less than a tile

mods/friyas-cinematics/Cinematics/examples/0215 - Less than a tile.txt

#
# Tiles are big (~4x4 meters). We may want to move in fractions 
# of a tile.
#
# Let's make it so.
#
/scene start "Decimals, decimals, decimals"
	/setup
		tell console "timelock 12"
		tell console "flight"
		option hud off
		option benchmarking on

	/camera move for 10s
		# a tenth of a tile
		waypoint +0.1 +0.1 +0.0

		# and back
		target +0.0 +0.0 +0.0

		use easing quad inout
		use pathing catmull-rom

	# Focus below us
	/camera focus for 10s
		target +0.5 +0.5 -20

/scene end

 

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Setup requirements

mods/friyas-cinematics/Cinematics/examples/0220 - Setup requirements.txt

#
# You can make a script not run if it does not fulfill certain requirements. This is
# handy if you want to share scripts with others.
#
# You don't *need* to require mods in order to use them, but it is helpful since you
# will get a warning if they are not installed.
#
/scene start "Script requirements"
	/setup
		tell cinematics "This script requires the client mod 'timelock' (by bdew). Edit the example and check the comments..."

		# Cinematics will make sure this class is defined, or we will not run the script.
		# You can find the name of this class if you look at the .properties file of 
		# the timelock mod.
		require mod "net.bdew.wurm.timelock.TimeLockMod"

		# Likewise, we can require "flight" - and if it's not available, refuse to run the script.
		require ability "flight"

		# For this example, let's lock time at 17:30, using the mod we require.
		tell console "timelock 17:30"

		# We know that flight is available for this character...
		tell console "flight"

	/camera move for 3500ms
		waypoint +0 +3 +100
		target +0 +0 +0

	/camera rotate for 411ms
		waypoint +0 +0
		target +0 +90

/scene end

 

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Advanced Setup

mods/friyas-cinematics/Cinematics/examples/0230 - Advanced Setup.txt

#
# This simply reiterates what we've done before, but in a more complete example.
#
/scene start
	/setup
		# Say a little information in cinematics tab
		tell cinematics "This is a /setup example..."

		# Will not start scene if you cannot fly (i.e. you are not GM)
		require ability flight

		# Will not start scene if this mod is not installed
		require mod "net.bdew.wurm.timelock.TimeLockMod"

		# Lock time at 08:30 (Wurm time)
		tell console "timelock 08:30"

		# Enable 'flight' for this scene
		tell console "flight"

		# Hide heads up display
		option hud off

		# Goto a location on the server
		tell server "#goto 1024 1024"

		# Wait for a few seconds to load in landscape
		wait 3s

		tell cinematics "We're starting the scene..."

	/camera focus for 9000ms
		waypoint 1200 1200 0
		target 1024 1024 100
		use easing quad out

	/camera move for 9000ms
		waypoint 1010 1024 100
		target 1024 1024 0
		use easing bounce inout

/scene end

 

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Say something

mods/friyas-cinematics/Cinematics/examples/0240 - Say something.txt

#
# You can say things in local from your script. This can be handy to let people know that you
# are recording. Or get "actors" to start doing what they are supposed to do in your scene.
#
/scene start
	/setup
		# This is exactly the same instruction as you would use for the "GM Goto" mod,
		# except that this will not be picked up by the server as a command and instead
		# treat it as a normal chat message.
		tell server "This is take 49152! 3 -- 2 -- 1 ... *clap*"

		# Wait one second before actually starting...
		wait 1s
		option hud off

	/camera focus for 10s
		waypoint -3 +0 +0
		target +3 +5 +0
		use easing quad inout
		use pathing catmull-rom
		
	/camera move for 10s
		waypoint +0 +5 +0
		target +0 +0 +0
		use easing quad inout
		use pathing catmull-rom

/scene end

 

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Follow the mosquito

mods/friyas-cinematics/Cinematics/examples/0250 - Follow the mosquito.txt

#
# Many relative focus waypoints.
#
# (I also secretly snuck in benchmarking here! We'll get there...)
#
/scene start
	/setup
		option benchmarking on
		option hud off

	/camera focus for 40s
		waypoint 200 north 250 up
		waypoint 250 north-northeast 550 up
		waypoint 3 south 100 up
		waypoint 1250 northeast 50 down
		waypoint 1250 east 10350 up
		waypoint 250 southeast 150 down
		waypoint 250 west 0 down
		target 5 southeast 80 down

/scene end

 

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Circular Move

mods/friyas-cinematics/Cinematics/examples/0255 - Circular Move.txt

#
# Two ropes walk into an old western saloon.
# The first rope goes up to the bar and asks for a beer.
#
# "We don't serve ropes in this saloon," sneers the bartender, who 
# picks up the rope, whirls him around over his head, and tosses 
# him out into the street.
#
# "Uh, oh. I'd better disguise myself," thinks the second rope.
#
# He ruffles up his ends to make himself look bigger and twists 
# himself into a circle. Then he too sidles up to the bar.
#
# "Hmmm. Are you one of them ropes?" snarls the bartender.
#
# "No. I'm a frayed knot."
#
# ================================================================
#
# What this example does is simply: Move in a circular path around 
# a focus point. It uses fractional tile positions.
#
# It will run for 50 seconds.
#
/scene start "Afraid not a square"
	/setup
		option fade on
		tell server "#goto 1205 1200"
		wait 3s
		tell console "timelock 12"
		tell console "flight"
		option hud off
		option benchmarking on
		option fade off

	/camera move for 50s
		waypoint 1205.0 1200.0 200.0

		waypoint 1204.7552 1198.455 200.0
		waypoint 1204.045 1197.061 200.0
		waypoint 1202.939 1195.955 200.0

		waypoint 1201.545 1195.2448 200.0
		waypoint 1200.0 1195.0 200.0
		waypoint 1198.455 1195.2448 200.0

		waypoint 1197.061 1195.955 200.0
		waypoint 1195.955 1197.061 200.0
		waypoint 1195.2448 1198.455 200.0

		waypoint 1195.0 1200.0 200.0
		waypoint 1195.2448 1201.545 200.0
		waypoint 1195.955 1202.939 200.0

		waypoint 1197.061 1204.045 200.0
		waypoint 1198.455 1204.7552 200.0
		waypoint 1200.0 1205.0 200.0

		waypoint 1201.545 1204.7552 200.0
		waypoint 1202.939 1204.045 200.0
		waypoint 1204.045 1202.939 200.0

		target 1204.7552 1201.545 200.0

		use easing quad inout
		use pathing catmull-rom

	/camera focus for 0s
		target 1200.5 1200.5 0
	/camera focus for 50s
		target 1200.5 1200.5 0

/scene end

 

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Wait in a command

mods/friyas-cinematics/Cinematics/examples/0260 - Wait in a command.txt

#
# Like we've done in /setup a few times, you can also do in single commands to, for instance,
# to delay their start.
#
/scene start "Wait in command..."
	/setup
		tell server "Starting scene in one second..."
		tell console "flight"
		wait 1s
		option hud off

	# Before running this command, wait three seconds (or 3000 milliseconds)...
	/camera move for 15s
		wait 3000ms
		waypoint +0 -10 +80
		waypoint +10 -10 +80
		target +0 +0 +0

/scene end

 

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Scene speed

mods/friyas-cinematics/Cinematics/examples/0270 - Scene speed.txt

#
# Instead of changing individual time units of every command (which can be rather annoying
# if you have large scenes) -- you can set the speed at which the scene should run altogether.
#
# Again, in /setup...
#
/scene start
	/setup
		tell console "flight"

		# Run this scene at 50% speed (you can also set this to 200% or any other number)		
		option speed 50%

		wait 1s
		option hud off

	/camera move for 15s
		wait 3000ms
		waypoint +0 -10 +80
		waypoint +10 -10 +80
		target +0 +0 +0

/scene end


 

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Reversed command

mods/friyas-cinematics/Cinematics/examples/0280 - Reversed command.txt

#
# Instead of running from start to finish, you can run a command in reverse order. See below.
#
/scene start "Reversed commands"
	/setup
		tell cinematics "This example will run for two minutes, you can stop it at any time..."
		tell console "timelock 14"
		tell console "flight"

		# I don't turn off HUD, just in case you did not have a keybind for "stop script" yet.
		#option hud off

	# This will make this command run in reverse, from end to start.
	/camera move for 120s reversed
		waypoint 5 west-northwest 80 down
		waypoint 10 n 80 u
		waypoint 10 northeast 80 up
		waypoint 5 north 60 up
		target 0 north 0 up
		
/scene end

 

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Benchmarking

mods/friyas-cinematics/Cinematics/examples/0290 - Benchmarking.txt

#
# Curious if a graphical setting actually improved performance? How it handles a dense
# village? How much lamps affect the game? You can use this software for benchmarking 
# Wurm (and your computer) with various settings and environments (reproducibility <3 )
#
# Let's test benchmarking...
#
/scene start "Benchmarking Wurm"

	/setup
		tell console "flight"
		option hud off

		# This enables the benchmarking mode.
		option benchmarking on

	/camera focus for 5s
		waypoint +13 +5 +0
		target +3 +5 +0
		use easing quad inout
		use pathing catmull-rom
		
	/camera move for 5s
		waypoint +0 -5 +0
		target +0 +0 +0

	/camera focus for 5s
		wait 5s
		waypoint +13 +5 +0
		target +3 +5 +0
		use easing quad inout
		use pathing catmull-rom

/scene end

 

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Repeat

mods/friyas-cinematics/Cinematics/examples/0300 - Repeat.txt

#
# You can add "repeat" to a command and it will repeat it that number of times.
#
# If you want to repeat something forever, you set it to "repeat -1".
#
/scene start "Repeating a command"

	/setup
		tell console "flight"
		option hud off
		option benchmarking on

	/camera focus for 5s
		waypoint -3 +5 +0
		target +3 +5 +0
		use easing quad inout
		use pathing catmull-rom
		repeat 2
		
	/camera move for 5s
		waypoint +0 -2 +0
		target +0 +0 +0
		repeat 2

/scene end

 

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Repeat yoyo

mods/friyas-cinematics/Cinematics/examples/0310 - Repeat yoyo.txt

#
# You can add "repeat" to a command and it will repeat it that number of times.
#
# But in this case we repeat with a yoyo effect, so it will go through the 
# movement from start to end, then from end to start. Instead of a normal repeat
# that would go from start to end, start to end.
#
# If you want to repeat something forever, you set it to "repeatyoyo -1".
#
/scene start "Repeating a command"

	/setup
		tell console "flight"
		option hud off
		option benchmarking on

	/camera focus for 5s
		waypoint -3 +5 +0
		target +3 +5 +0
		use easing quad inout
		use pathing catmull-rom
		repeatyoyo 2
		
	/camera move for 5s
		waypoint +0 -2 +0
		target +0 +0 +0
		repeatyoyo 2

/scene end

 

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Fading

mods/friyas-cinematics/Cinematics/examples/0320 - Fading.txt

#
# Sometimes you may want to fade between scenes. For instance, it's quite handy 
# to fade out, do a teleport, then fade in -- and this to hide artifacts that
# happen as the world around you load.
#
/scene start "Fading"
	/setup
		require ability flight
		require mod "net.bdew.wurm.timelock.TimeLockMod"

		option benchmarking on

		# Fade to black until "fade off" triggers the end of it...
		option fade on

		tell console "timelock 08:30"
		tell console "flight"
		option hud off
		tell server "#goto 918 641"
		wait 4s

		# Fade back to normal game
		option fade off


	/camera focus for 10s
		waypoint -3 +0 +0
		target +3 +5 +0
		use easing quad inout
		use pathing catmull-rom
		
	/camera move for 10s
		waypoint +0 +5 +0
		target +0 +0 +0
		use easing quad inout
		use pathing catmull-rom

/scene end

 

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Playing music

mods/friyas-cinematics/Cinematics/examples/0330 - Playing music.txt

#
# To assist in synchronizing your scenes with music, you can also play a song.
# Songs should be MP3s and always be located in the cinematics/audio/ folder.
#
# In the default distribution only one song is included, it's by Tagirijus and
# called Ascent.
#
# For experimentation, key moments in the example song are:
#	0:00 drums
#	0:21 drums after pause
#	0:47 violin
#	1:21 rhythmic
#	2:21 boombastic
#	2:35 end
#	2:42 total length
#
/scene start "Play a song"
	/setup
		tell cinematics "This script will run for 46 seconds..."
		require ability flight
		require mod "net.bdew.wurm.timelock.TimeLockMod"
		option fade on
		tell console "timelock 08:30"
		tell console "flight"
		tell server "#goto 909 661"
		wait 3s
		option fade off

		#
		# The instruction that plays the song...
		#
		audio play "Tagirijus_-_Ascent.mp3"
		option hud off

	/camera move for 46s
		waypoint 909 661 400
		target 943 653 104
		use smoothing quad inout
		use pathing linear
	
/scene end

 

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Playing music but skip intro

mods/friyas-cinematics/Cinematics/examples/0340 - Playing music but skip intro.txt

#
# The same as previous example, but start playing the song after the intro.
#
/scene start "Play a song"
	/setup
		tell cinematics "This script will run for 25 seconds..."
		require ability flight
		require mod "net.bdew.wurm.timelock.TimeLockMod"
		option fade on
		tell console "timelock 08:30"
		tell console "flight"
		tell server "#goto 909 661"
		wait 3s
		option fade off

		#
		# The instruction that plays the song -- but starts 21 seconds in ...
		#
		audio play "Tagirijus_-_Ascent.mp3" from 21s
		option hud off

	/camera move for 25s
		waypoint 909 661 400
		target 943 653 104
		use smoothing quad inout
		use pathing linear
	
/scene end

 

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The at command

mods/friyas-cinematics/Cinematics/examples/0350 - The at command.txt

#
# Instead of using a lot of "wait"s or splitting up very minor parts into multiple scenes,
# you can use the "/at" command to run a few commands simultaneously and have another few
# commands start at another time.
#
# The /at command makes it a lot easier to do synchronized things without having to change
# dozens of 'wait' instructions.
#
# This demonstrates two parts starting at two different times. One 4 seconds in, and the
# second 14 seconds in.
#
/scene start "Example of the /at command"
	/setup
		option fade on
		option benchmarking on
		option hud off
		wait 1s
		option fade off

	/at 4s
		/camera focus for 10s
			waypoint +13 +5 +0
			target +3 +5 +0
			use easing circ inout
			use pathing catmull-rom
		
		/camera move for 5s
			waypoint +0 -5 +0
			target +0 +0 +0

	/at 14s
		/camera focus for 5s
			waypoint +13 +5 +0
			target +3 +5 +0
			use easing bounce inout
			use pathing catmull-rom
			
/scene end

 

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Setting the stage - Clouds

mods/friyas-cinematics/Cinematics/examples/0360 - Setting the stage - Clouds.txt

#
# Where would we be if we could not set the mood for a scene? In Cinematics you have
# a command to tweak the environment:
#
# /world
#
# It works and looks like all the other commands involving the camera, you have waypoints
# a target, you can wait, and you can use easing or pathing of your choice.
#
/scene start "Setting the stage - Clouds"
	/setup
		option benchmarking on
		option fade on
		option hud off
		wait 1s
		option fade off

	/world clouds for 15s
		waypoint 300
		target 0

	/camera focus for 15s
		waypoint +13 +5 +0
		target +3 +5 +0
		use easing quad inout
		use pathing catmull-rom

/scene end

 

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Setting the stage - Fog

mods/friyas-cinematics/Cinematics/examples/0370 - Setting the stage - Fog.txt

#
# Where would we be if we could not set the mood for a scene? In Cinematics you have
# a command to tweak the environment:
#
# /world
#
# It works and looks like all the other commands involving the camera, you have waypoints
# a target, you can wait, and you can use easing or pathing of your choice.
#
/scene start "Setting the stage - Fog"
	/setup
		option benchmarking on
		option fade on
		option hud off
		wait 1s
		option fade off

	/world fog for 15s
		waypoint 100
		target 0

	/camera focus for 15s
		waypoint +13 +5 +0
		target +3 +5 +0
		use easing quad inout
		use pathing catmull-rom

/scene end

 

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Setting the stage - Rain

mods/friyas-cinematics/Cinematics/examples/0380 - Setting the stage - Rain.txt

#
# Where would we be if we could not set the mood for a scene? In Cinematics you have
# a command to tweak the environment:
#
# /world
#
# It works and looks like all the other commands involving the camera, you have waypoints
# a target, you can wait, and you can use easing or pathing of your choice.
#
/scene start "Setting the stage - Rain"
	/setup
		option benchmarking on
		option fade on
		option hud off
		wait 1s
		option fade off

	/world rain for 15s
		waypoint 100
		target 0

	/camera focus for 15s
		waypoint +13 +5 +0
		target +3 +5 +0
		use easing quad inout
		use pathing catmull-rom

/scene end

 

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Setting the stage - Time

mods/friyas-cinematics/Cinematics/examples/0390 - Setting the stage - Time.txt

#
# Where would we be if we could not set the mood for a scene? In Cinematics you have
# a command to tweak the environment:
#
# /world
#
# It works and looks like all the other commands involving the camera, you have waypoints
# a target, you can wait, and you can use easing or pathing of your choice.
#
/scene start "Setting the stage - time"
	/setup
		option benchmarking on
		option fade on
		option hud off
		wait 1s
		option fade off

	# With time we specify which hour and which minute we want to go to.
	# In the case below, we first go to 23:59 (one minute to midnight),
	# then go to mid-day where we also end our change.
	/world time for 15s
		waypoint 23 59
		target 12 00
		use easing linear inout
		use pathing linear

	/camera focus for 15s
		waypoint +13 +5 +0
		target +3 +5 +0
		use easing quad inout
		use pathing catmull-rom

/scene end

 

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Setting the stage - Wind

mods/friyas-cinematics/Cinematics/examples/0400 - Setting the stage - Wind.txt

#
# Where would we be if we could not set the mood for a scene? In Cinematics you have
# a command to tweak the environment:
#
# /world
#
# It works and looks like all the other commands involving the camera, you have waypoints
# a target, you can wait, and you can use easing or pathing of your choice.
#
/scene start "Setting the stage - wind"
	/setup
		option benchmarking on
		option fade on
		option hud off
		wait 1s
		option fade off

	# Setting the wind is a little bit different from fog, rain, etc...
	# We specify the force and the direction of the wind.
	/world wind for 15s
		waypoint 10 northwest
		target 1 southeast

	/camera focus for 15s
		waypoint +13 +5 +0
		target +3 +5 +0
		use easing quad inout
		use pathing catmull-rom

/scene end

 

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Synchronizing with music

mods/friyas-cinematics/Cinematics/examples/0410 - Synchronizing with music.txt

#
# Naturally it's not optimal to design a whole video in Wurm alone, it's far better to 
# just design separate scenes and then use a video editing program to stich the scenes
# together... This is here mostly to show that simple things can be done.
#
# I don't have the creative spirit when it comes to making videos, and this is the first 
# time I actually try to synchronize video with music. 
#
# That said, here's what I did...
#
# 1. I downloaded a free program called Audacity
# 2. I loaded the example song that comes with Cinematics into Audacity...
# 3. I zoomed in on the audio waves to get more exact timestamps in the song
# 4. I manually analyzed the song to see where key moments were and noted them down with /at commands
#    with a small comment saying what type of sound it was (long, short, etc).
# 5. I started Wurm, and loaded in my script
# 6. I started adding moves at each /at
# 7. ...and hopefully, at some point, I'll be able to consider this example done.
#
/scene start "Synchronizing with music"
	/setup
		require ability flight
		require mod "net.bdew.wurm.timelock.TimeLockMod"
		tell console "flight"

		# I turned on benchmarking to easier be able to see where in the scene I was
		option benchmarking on

		# Fade to black to hide the teleport
		option fade on

		# Height on this map around here is 1402
		tell server "#goto 1846 1529"
		wait 3s
		tell console "timelock 12:30"
#		option hud off

		# Play the example song
		audio play "Tagirijus_-_Ascent.mp3"

		# Fade to show the game again.
		option fade off

	/at 0ms
		/camera focus for 0s
			target -200 +200 +0
		/world fog for 0ms
			target 100 

		/world fog for 6800ms
			target 0

		/camera move for 15000ms
			target -1 +0 +0

	/at 1800ms
		# first really audible thing
		/camera rotate for 600ms
			target 270 0

	/at 2390ms
		# quick drum
		/camera move for 30ms
			waypoint +1 +0 +0
			target +0 +0 +0

	/at 6810ms
		# quick drum
		/camera move for 0ms
			target +0 +0 +0

	/at 11350ms
		# quick drum
		/camera move for 0ms
			target +0 +0 +0

	/at 15200ms
		# quick drum
		/camera move for 7000ms
			target -3 +0 +100

	/at 20200ms
		# quick drum (then audio fade)
		/camera focus for 1500ms
			target +1000 +0 +0

		/camera move for 6400ms
			target +0 +0 +2400

	/at 22400ms
		# restart of music
		/camera focus for 1500ms
			target -1000 -1000 +0

	/at 22620ms
		# quick drum

	/at 26810ms
		# Sweep 1 for 3.2 seconds (to 30 secs)

	/at 31250ms
		# sweep 2 for 3.2 seconds (to 35.2 seconds)

	/at 35700ms
		# sweep 3 for 2.5 seconds 


	# End sweeps at 48s


/scene end

# TODO: do a break to a second scene here (with fade to fog)



 

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Focus ahead with delayed movement

mods/friyas-cinematics/Cinematics/examples/0420 - Focus ahead with delayed movement.txt

#
# This example does a look ahead; it will always look at a position where 
# it's heading. How I did this was simply set up camera-movement waypoints 
# and then copy/pasted that and made it a camera focus as well.
#
# To get a bit of a "lagging" look, I added a wait to the move. So 
# essentially, the focus camera is one second ahead of the actual move.
#
# It creates a rather nice effect.
#
/scene start "Face ahead before moving"
	/setup
		require ability flight
		require mod "net.bdew.wurm.timelock.TimeLockMod"

		tell console "timelock 08:30"
		tell console "flight"
		tell server "#goto 918 641"
		wait 3s
		tell server "Starting scene..."
		option hud off

	/camera focus for 190s
		waypoint 918 641 7
		waypoint 920 641 349
		waypoint 930 652 288
		waypoint 945 665 495
		waypoint 988 656 237
		waypoint 1018 643 500
		waypoint 991 600 521
		waypoint 964 604 358
		waypoint 937 616 241
		waypoint 923 636 156
		target 923 636 156
		use smoothing quad inout
		use pathing catmull-rom
		
	/camera move for 190s
		wait 1s
		waypoint 918 641 7
		waypoint 920 641 349
		waypoint 930 652 288
		waypoint 945 665 495
		waypoint 988 656 237
		waypoint 1018 643 500
		waypoint 991 600 521
		waypoint 964 604 358
		waypoint 937 616 241
		waypoint 923 636 156
		target 923 636 156
		use smoothing quad inout
		use pathing catmull-rom

/scene end

 

Video or image here at some point. Donations in the form of Vimeo or Youtube links are welcome.