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Copy pathrejoincamera.sqf
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rejoincamera.sqf
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_deadtime = (time+DeadWaitSec+extradeadtime);
_kamerapos = deadcam_position_array select deadcam_kameraposition;
_kameratarget = deadcam_target_array select deadcam_kameraposition;
_camera = "camera" camcreate _kamerapos;
_camera cameraEffect ["internal", "back"];
_camera camSetPos _kamerapos;
_camera camSetTarget _kameratarget;
_camera camSetFOV 0.700;
_camera camCommit 0;
_deadtime spawn
{
while {_this > time} do
{
titletext [format["%1 seconds remaining", round(_this - time)], "plain"];
sleep 1;
};
};
while {true} do
{
deadcam_kameraposition = deadcam_kameraposition + 1;
if (count deadcam_position_array <= deadcam_kameraposition) then
{
deadcam_kameraposition = 0;
};
_kamerapos = deadcam_position_array select deadcam_kameraposition;
_kameratarget = deadcam_target_array select deadcam_kameraposition;
if (_deadtime < time) exitWith {};
_camera camSetPos _kamerapos;
_camera camSetTarget _kameratarget;
_camera camSetFOV 0.700;
_camera camCommit deadcam_wechsel_dauer;
waitUntil {(camCommitted _camera) or (_deadtime < time)};
};
isdead = 0;
["isdead", isdead] call ClientSaveVar;
extradeadtime = 0;
["extradeadtime", extradeadtime] call ClientSaveVar;
_camera cameraEffect ["terminate","back"];
titleCut [" ","Black in"];
camDestroy _camera;
titlefadeout 0;
0 cutfadeout 0;
"dynamicBlur" ppEffectEnable true;
"dynamicBlur" ppEffectAdjust [6];
"dynamicBlur" ppEffectCommit 0;
"dynamicBlur" ppEffectAdjust [0];
"dynamicBlur" ppEffectCommit 5;
player setpos getpos (respawnarray select (floor(random(count respawnarray))));