Cameras are tricky.
Problem #1, they are timed.
Problem #2, there can be performance issues.
Problem #3, they can really make environments look weird by showing the lack of full rotation support and sometimes they'll show region triggers.
This is something I was planning on doing a tutorial on eventually.
Basic call for a camera is:
CameraActivate(_Player,"Camera_YourCamera",15.0,0,0,1);
So do the same thing as you did for game end, and link it to a global event you can set in the ACTION section of the dialog.
The "Camera_YourCamera" part is actually the name you gave your camera in the trigger panel. I have absolutely no idea why this works, when everything else needs to be global or use the GUID.
Don't make it global.
The first number is the time in seconds, it must be REAL so include a .0 after the number.
The next integer is Hide UI. I believe this also hides the dialog UI so you do not want to set this. Leave it 0.
The third number is Smooth, which sort of does a pan effect. I think this doesn't work very well so I usually leave it 0. You can play around with it though.
The final one is HIDE Shroud. I always leave this as a 1. If it's set to 0 you can see region triggers in the distance. When you are indoors this might not be a problem, but I haven't see any real benefit from not hiding the shroud. So I leave it as a 1.
I suggest you make a little inventory item, that when activated sets the same global event intended to trigger your camera. This makes it easier to test.
Oh and on the performance side, they run poorly in the editor but usually run Okay in-game.
Last edited by SniperHF; 09/09/15 10:49 PM.