Reset camera (Numpad 5) Reset external free camera (C) Free camera - slow mode (Numpad 0) Camera zoom (Numpad Subtract/Numpad Add) Rotate camera up/down (Numpad 8/Numpad 2) Rotate camera left/right (Numpad 4/Numpad 6) Camera local rotation up/down (LSht+Mouse Y) Camera local rotation left/right (LSht+Mouse X) Move free camera forward/backward (S/W) Move free camera left/right (A/D) Move free camera up/down (F/R) Camera: player cockpit (F1) Camera operator: enemy (LCtl+F12) Default (BoS "Allow Spectators" mission option selected) Also view from "External Free" type Camera operator: friendly (F12) Default Camera padlock: friendly aircraft (RSht+F8) Padlock? Camera padlock: enemy aircraft (F8) Camera padlock: close aircraft (RCtl+F8) Camera padlock: friendly ground units (RSht+F7) Camera padlock: enemy ground units (RCtl+F7) Camera: combat camera (F4) External Chase? External free camera at player plane (F2) External Free? External free camera at friendly aircraft (LSht+F2) External free camera at enemy aircraft (LCtl+F2) External free camera at ground units (F5) External free camera at friendly ground units (LSht+F5) External free camera at enemy ground units (LCtl+F5) External free camera at bombs (F6) External free camera at friendly bombs (LSht+F6) External free camera at enemy bombs (LCtl+F6) Camera flyby (F3) Flyby? Camera free (F11) Free camera in any view Switch to attached camera (LAlt+F2) Must be in cockpit See http://forum.il2sturmovik.com/topic/168-developer-diary/page-3#entry268477 Feature #18. Added cameras attachable to objects: - call in the currently selected object - LAlt + F2; - customisable configs are available here: \data\LuaScripts\WorldObjects\fixcameras Camera: track (LAlt+F1) External Fixed? -------------------------------------------------------------------------------------------------------- Camera Operator Type ==================== Default ------- - The only cameras that you can switch between using F12 - Does not show if you trigger it. You must press F12 to access. - First/second object has no effect - In SP, you can access from mission start if you clear "Enabled" for player plane and then spawn it later. Once it's spawned, you are taken to cockpit view. - Determines the first view you see when you click "Spectate" in multi-player. However, if you exit a plane and then click "Spectate", the first view is a rising pullback shot of your vacated plane position. Then if you finish spectate and re-enter spectate, you see the default camera view. - MP mission with default cam and self cam (must be triggered). When you click Spectate the first time, self is displayed. Subsequent clicks on Spectate show default. - Cockpit ------- - Ignore. Not used <--- Is this true? External Free ------------- - If triggered, shows fixed view looking North of object specified in "First Object" - If not triggered but accessed using F12, shows view from camera — View can be moved by F11 (default) External Fixed -------------- - View is behind and above the object specified in "First Object". First object can be the camera itself or any object on the map (even if the camera operator translator can't see it). You can change the camera position to change the view. E.g., if you want the view at ground level, place the camera underground by some amount (try -80m). The viewpoint moves in sync with the object specified. E.g., As the plane moves forward, the view moves forward. Once you press F12 to view the next camera operator (assuming the external fixed is the only one) the view goes to the camera position, wherever that may be. Flyby ----- — What's the difference between this and padlock? External Chase -------------- - Referenced in http://riseofflight.com/forum/topic/16197-mission-editor-manual-help-please/#entry201397 Free ---- Self ---- - Supposed to look at the object it's pointed at (no need to specify object in advanced properties) but it always looks North and slightly down. You have to press F11 and move mouse to look around. Reported as a bug. See http://forum.il2sturmovik.com/topic/23709-mission-editor-camera-type-self-not-working-properly/ Padlock ------- - Must trigger view, not available from F12 cycle or from any "Padlock" key bind. - If you specify plane in second object and (optionally) the camera in the first object, seems to default to F3 (Camera flyby) and track from there rather than from the camera operator position. - Reverse objects: View is from kms South of plane, looking North. Does not track. - Camera in first object: View is from somewhere else on map (the default view, with no cameras). - Camera in second object: - This type does not appear to work as documented in RoF -------------------------------------------------------------------------------------------------------- See Coconut's MP mission "Rush" and his comment in https://forum.il2sturmovik.com/topic/16457-coconuts-missions/?do=findComment&comment=285377 re. using cameras ("Default") for spy operations. http://forum.il2sturmovik.com/topic/19659-spectate-mp-how/?hl=%26quot%3Bcamera%26quot%3B#entry309437 http://forum.il2sturmovik.com/topic/18880-there-way-view-ai-aircraft-ground/?hl=%26quot%3Bcamera%26quot%3B#entry296674 Links above are re. spectating in MP. Not sure that they are accurate. http://forum.il2sturmovik.com/topic/14444-external-camera-control/?hl=%26quot%3Bcamera%26quot%3B#entry247873 *** Resume "Camera" search at http://forum.il2sturmovik.com/index.php?app=core&module=search&do=search&andor_type=&sid=32ca38baadbc1730aaa582b7a8a88e2a&search_app_filters[forums][sortKey]=date&search_content=both&search_app_filters[forums][sortKey]=date&search_app_filters[forums][noPreview]=1&search_app_filters[forums][pCount]=&search_app_filters[forums][pViews]=&search_app_filters[forums][sortDir]=0&search_term=%22camera%22&search_app=forums&st=250 *** Unrelated note: See http://forum.il2sturmovik.com/topic/14778-wow-editor-complex/#entry236667 for some general groups from Aborted Man After looking at a Quick Mission, it appears that any camera operator's that you add are accessed by the "Camera Operator: enemy" and "Camera Operator: friendly" key bindings. Questions re. the camera operator translator: - Is the "Default" camera Type" the only type that works properly? - If other camera types than default work, can you list those types and point me to some examples? - ----------------------------------------------------------------------------------------------------------- Camera Point Trigger -------------------- - See RoF 7.7.2, 7.8.2 - RoF says to use camera type "Self", which is supposed to point where it's set up to point in the view port (the position and orientation specified in the basic properties). Instead, the camera points North (bug). When you trigger the camera point trigger, the camera spins from North to the original point in the properties while it's moving along the track defined by the camera points. - Tried placing and triggering a "Default" camera to establish the original view, then triggering the "Self" camera very shortly after triggering the first camera point. This worked and the "Self" camera view was pointing at the desired spot right away. You can't trigger the "self" camera before or at the same time as the first camera point or else the camera needs to go from North to the desired spot first. ------------------------------------------------------------------------------------------------------------ Test Default and Lock Views Mission: JimTMTestCameraDefaultAndLock - Setting default makes that camera the only one accessible when player presses F12 - No default and one camera locked: lock on one camera does not work; player can cycle between cameras using F12. - No default, no lock: You can use activate/deactivate to determine which cameras are available to F12.