Question on Current Camera

Mindless

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Hi everyone,

I saw the reference "camera field of current camera" and also "target X/Y/Z of current Camera" and is confused. Exactly which player's camera is "current camera"? And why is the "rotation of current camera" always 0 when I convert it to text and display it?

Any help would be appreciated.
 
I think those terms apply only when a camera from the camera palette is applied to a player for a duration
 
Exactly which player's camera is "current camera"?
It's whichever view is currently displayed on the player's screen.

And why is the "rotation of current camera" always 0 when I convert it to text and display it?
I dunno. The default is 90. It changes when the camera turns, eg. when you press Insert/Delete.
Trigger:
  • Untitled Trigger 002
    • Events
      • Time - Every 0.40 seconds of game time
    • Conditions
    • Actions
      • Game - Display to (All players) the text: (String((Rotation of (Current camera))))
 
It's whichever view is currently displayed on the player's screen.

But which player? I have in all eight players viewing the game at eight custom viewing positions. Which one is it?

Oh, and sorry everyone, I did not include certain information in my question. (I thought those were irrelevant at that time). First, I used Lock Camera Target to a Unit using the Unit's Rotation. Then I tried to rotate the camera using the trigger Set Player's Camera Field (rotation) to tempInteger. where tempInteger is current rotation of camera + 1. I tried to display tempInteger, with the result it is always 1. So thus leading me to conclude that current rotation of camera is always 0.
 
i havent tested this but im certain the default rotation is always 270, you must be looking at the wrong value

EDIT: now that i think about it, doesn't make sense to you that the camera rotation is always 0 even when you're completely sure it's 1 (because you're setting it to tempinteger) you MUST be looking at the wrong value
 
But which player? I have in all eight players viewing the game at eight custom viewing positions. Which one is it?

The local player of that computer. Each player might have a different value, so be careful what you do with it or you could cause a desync.
 
GetLocalPlayer().
If you're doing things to just one player using that function, it can cause desyncs.
Which WC3 fixes by just booting that player.
GetLocalPlayer() tutorial said:
Desyncs are errors where, when playing multiplayer, will cause certain players to be disconnected from the map. When something is desynchronized, it is not synchronized with the other players.
 
So... is it okay for me to set the camera rotation of the local player using triggers? Will it cause desync?
 
What function are you using?
Generally, I believe, if it returns an effect, and/or extends a handle, it can cause desyncs.

Although, I believe that's one of the main uses for GetLocalPlayer(), as long as you use it correctly.
 
It's actually Set Camera field (timed). That's the trigger's original name. However, I think I'll go with rotate camera around point. What does it actually do? Can you, um, explain it to me in words? Because I tried it an some funny things started happening...
 
If you copy your trigger, and convert it to JASS (Assuming you have NewGen), you can just CTRL-click on the function.
If it uses GetLocalPlayer() then you can use it, as long as you do correctly.
 
Sorry, I have no knowledge at all of JASS... And I'm not using NewGen... and what do you mean, "as long as you do correctly". What do I have to do?

Sorry, I'm a bit noob to WE, I don't understand a lot of things....
 
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