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.
 

Dirac

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I think those terms apply only when a camera from the camera palette is applied to a player for a duration
 

Weep

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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))))
 

Mindless

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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.
 

Dirac

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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
 

Weep

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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.
 

WolfieeifloW

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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.
 

Mindless

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So... is it okay for me to set the camera rotation of the local player using triggers? Will it cause desync?
 

WolfieeifloW

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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.
 

WolfieeifloW

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Mindless

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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...
 

WolfieeifloW

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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.
 

Mindless

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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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