#Camera Movements/Cutscenes?

1 messages · Page 1 of 1 (latest)

hollow canopy
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Can someone help me make like a cutscene where every player is forced to look at one player for a certain amount of time?

silk mauveBOT
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hollow canopy
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im thinking of summoning an item display at the coordinates of the player i want to spectate and then setting every player into spectator and teleproting them to that item display, but how would i make it so that the player goes back to their original coordinates?

hollow canopy
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ik u can use data get (player name) pos to get the position, but how would i use that in a tp command

steel hemlock
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Wouldn't using an armor stand be a good choice for this type of effect? You can always make it invisible and indestructible

hollow canopy
steel hemlock
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You can run the command as the armor stand and have it to @a to it constantly. You can check for the armor stand specifically by summoning it in with a tag that you can target then have an execute command /execute as @e[type=armor_stand,tag=cutscene] run tp @a[tag=in_cutscene] ~ ~ ~ or something to this effect

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And you can move the armor stand where ever. I'm not too sure how well this works, but it's a start at the least.

zealous dust
steel hemlock
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didnt even know about that

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fair nuff

zealous dust
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I'm at work, so I can't explain but all of this can be done fairly easy and efficient.

jaunty fern
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So you want to summon a marker(better armor stand) and teleport players to where you want them facing the player

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for example summon marker ~ ~ ~ {Tags:["pos"]}

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and execute at @n[type=marker,tag=pos] run tp @a[tag=cutscene] ~ ~ ~ facing entity @p[tag=selectedPlayer]

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This will teleport all players with the tag cutscene to the marker with the 'pos' tag and make them face the selcted player tag

hollow canopy
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alright but after the cutscene finishes is there a way to teleport all the players back to their original position?

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i don't know how to store the values of their original position and teleporting them bac

steel hemlock
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rudimentary way to do this if they are all coming from a specific spot then just tp them back to that spot. though if you want it to be more dynamic so its less jarring then this is not the way to do that...

blazing ridge
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Display entities also have the teleport_duration which allows you to smoothly interpolate between 2 positions and creates some real nice cutscenes

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You can also give the player an overlay with those black bars on the top and bottom to make clear that there is a cutscene happening

hollow canopy
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execute as @s run summon item_display ~ ~ ~ {view_range:0f,teleport_duration:TIME,Tags:["camera"],item:{id:"minecraft:air",Count:1b},Rotation:[RY1f,RX2f]}

gamemode spectator @a
spectate @e[type=minecraft:item_display,tag=camera,limit=1] @p
tp @e[tag=camera] @s

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tick function:

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execute as @a[gamemode=spectator] at @s run spectate @e[type=item_display,tag=camera,sort=nearest,limit=1]

hollow canopy
hollow canopy
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can some1 hel

jaunty fern
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Sorry give me a sec

jaunty fern
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It should work

hollow canopy
jaunty fern
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you can assign each player a marker if you want diffrent spots

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or wait for the black switch

hollow canopy
glacial stormBOT
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You will need macros for this but try like this in load.mcfunction

scoreboard objectives add players dummy

And this in the tick

scoreboard players add #player players 1
execute store result storage <storage name> playerID run scoreboard players get #player players
function <namespace>:<function name> with <storage name> random

And in function ```ansi
$execute at @p[tag=!done] run tag @p add $(playerID)
$execute at @p[tag=$(playerID)] run summon marker ~ ~ ~ {Tags:[$(playerID)]}
$tag @p[tag=$(playerID) add done

jaunty fern
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lmk if you need more help @hollow canopy

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and specify in the funtion tag=!done,tag=cutscene

hollow canopy
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alright ill try it when i get home

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thanks

jaunty fern
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and to teleport back you just have to tp instead of summon