Camera look (with arrow keys)

sLsIDK

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Thanks. The issue I have when I try to edit the camera triggers (distances) to make the camera more what I want is I don't really know one simple thing, maybe you can answer this question for me and i'll understand better:

What does a higher or lower angle of attack do to the camera? (explain what raising it does as opposed to lowering it?)

What does high offset do when you raise/lower the number?

Thanks, I know the answers might be obvious but I don't want to just assume I know what I'm doing because I'm sure I don't.


Angle of attack must be the angle the camera is pointing, higher apparently is aiming up, but I'm not sure, I just used your system and modified it. What do you mean by high offset?

Do you mean this?
Trigger:
  • Camera - Lock camera target for Player 1 (Red) to player_hero[(Player number of Player 1 (Red))], offset by (0.00, 0.00) using Default rotation[/W3C]
    • I'm not sure what the offset means.
 

HeX.16

Isn't Trollin You Right Now
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sLsIDK could you please mod that system to not be focused on a single unit but allowing the player to change the camera as he wishes. This will be needed for 12 players to you know.
 

Argentine

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Currently this is for a single player RPG as stated in the original post, but this camera system could probably be easily modified for 12 players.
 

HeX.16

Isn't Trollin You Right Now
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Sorry for hijacking the thread Argentine. I was looking over the code and i cant find how to make it over the map and not a single unit.
 

Argentine

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You would need a completely different camera system for multiple units or multi-player, because this trigger is designed that once the hero is chosen the camera is locked onto the hero forever, like you would see in a console RPG. If you had multiple units you can easily make a trigger for it something like: event - a player selected a unit / action - set "player_hero" to (selected unit)... because the camera is every .1 seconds locking onto "player_hero" which is a unit variable..... but i'm paraphrasing because i don't have WE open and can't really get into it at the moment.

I can post a trigger later if you need me to.

(note also, this trigger starts off in my map. when the player chooses their hero, that hero is defined as the variable "player_hero" and then this trigger is turned on)
 

Argentine

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If you are specific enough with what you want to do I can write the trigger (my only issue is I don't really understand the camera angles themselves, but i will just use this trigger's angles)
 

sLsIDK

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I could make it work for 12 players, but I don't understand what you are trying to say, you said not locked to a single unit? Do you mean like following a group of units?
 

HeX.16

Isn't Trollin You Right Now
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Well its not focused on any units its a free camera but you are able to change pitch and angle.
 

sLsIDK

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Sorry I took so long, I've just been working on it in my free time, not as a priority.

I haven't tested it with 12 players (or more than one for that matter) but seeing as it works with one, it should work for all.

OP, you can take the camera system's folder and toss that into your map and have fun.

HeX.16, take the system and delete the last two triggers in the folder (marked by a comment) and look through the Camera Movement trigger for the comments instructing you on how to make it how you want it. Also just change HorzMax in the config trigger to as high as you can make it, or if you don't want them to be able to spin in circles, find out what 180 is (I think 200, unless it uses degrees, then it's 180 der).
 

sLsIDK

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Wait its still focused on my hero only?
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sLsIDK said:
HeX.16, take the system and delete the last two triggers in the folder (marked by a comment) and look through the Camera Movement trigger for the comments instructing you on how to make it how you want it. Also just change HorzMax in the config trigger to as high as you can make it, or if you don't want them to be able to spin in circles, find out what 180 is (I think 200, unless it uses degrees, then it's 180 der).
 
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