3d person camera

S

Spoof-Ghost

Guest
i want to make a 3 person camera view like in those paintball
game's i have look in those game but i did not under stand i have used the camera lock on player i have tryed olmost every thing pls help me ????
 
look in the free trigger code thread

be warned, 3rd person doesn't work very well in this game.......
 
Damn I should have looked in the thread..

1cRaZyFooL®
 
9/10 people don't look in any sticky threads, you're not alone I assure you......
 
I have read the sticky's about twenty times always trying to see if I can find something new or read something that will make my map better. It will help you in the long run to read them because it will save you time to ask a question and get an answer "check in the faq section"
 
Darg said:
look in the free trigger code thread

be warned, 3rd person doesn't work very well in this game.......

Where are the free tigger code? I saw that a lot of time and that will very help me?
 
kingofdeth said:
I have read the sticky's about twenty times always trying to see if I can find something new or read something that will make my map better. It will help you in the long run to read them because it will save you time to ask a question and get an answer "check in the faq section"

I also do, they are very helpful :), what kind of map are you making?


-DDRtists
 
I was working on an RPG a while ago, and came up with this trigger. It's for "first-person" view, but if you don't want any of that just use the Lock Camera and the Rotation part of the trigger. You can set it to the unit through variables (if you need help with that too, I can answer that). Feel free to alter this any way you would like:

Code:
Events: 
Time - every .20 seconds o' game time 

Conditions: 
NONE 

Actions: 
Camera - Apply Camera 1 <gen> for Player 1 (Red) over .20 seconds 
Camera - Set Player 1 (Red)'s camera Rotation (Facing of (unit)) over .20 seconds 
Camera - Set Player 1 (Red)'s Height offset ((Real((Terrain cliff level at (position of (Last created unit))))) x (90.00 - 50.00)) over 0.00 seconds 
Camera - Lock camera target for Player 1 (Red) to (unit), offset by (0.00, 0.00) using Default rotation 
Camera - Set Player 1 (Red)'s camera Height offset to 200.00 over 0.00 seconds 
Camera - Set Player 1 (Red)'s camera Angle of Attack to 200.00 over 0.00 seconds 
Camera - Set Player 1 (Red)'s camera Field of View to 100.00 over 0.00 seconds

I'll explain what each part does-

"Camera - Apply Camera 1 <gen> for Player 1 (Red) over .20 seconds" - Applies the camera to the player, and the .20 seconds provides a smooth transition as opposed to instantly jumping to the unit.

"Camera - Set Player 1 (Red)'s camera Rotation (Facing of (unit)) over .20 seconds" - Sets the players camera rotation to the angle of the unit. Once again, .20 adds smoother transition (and looks more appealing than constantly jumping x degrees when the unit moves).

"Camera - Set Player 1 (Red)'s Height offset ((Real((Terrain cliff level at (position of (Last created unit))))) x (90.00 - 50.00)) over 0.00 seconds
Camera - Lock camera target for Player 1 (Red) to (unit), offset by (0.00, 0.00) using Default rotation" - This is mainly for the "first person" aspect. It helps raise the camera as your unit moves up on terrain. Other wise the unit runs off of the camera and the player cannot follow the unit.

"Camera - Set Player 1 (Red)'s camera Height offset to 200.00 over 0.00 seconds" - This makes the camera higher or lower, and I find 100-300 a good value that still keeps the unit on the screen.

"Camera - Set Player 1 (Red)'s camera Angle of Attack to 200.00 over 0.00 seconds" - This is the angle of the camera. 360 is lined up perfectly with the ground. I believe if the value goes below 300-320 (somewhere in there), the camera turns upside down, so watch out for that. This is generally the main part of the view when it comes to the camera.

"Camera - Set Player 1 (Red)'s camera Field of View to 100.00 over 0.00 seconds" - Self explanatory, how much the player sees, I could be wrong though...I never actually fiddled around with this much.

When you make the camera, you can double-click on it and fix it's distance. Distance can be played around with, but it basicly means how far away the camera is from the targeted unit.

By the way, I had all of this in a previous post. Use the search function next time!
 
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