Camera System not working as it should

Jackal

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I have a camera system that works absolutely fine except for when the camera is rotated; the camera rotates fine however once the rotation is done the camera no longer stays locked on to the unit. Here are the triggers:

Trigger:
  • Move Unit Forwards
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Move Forwards
    • Actions
      • Set TempPoint2 = (Position of (Triggering unit))
      • Set TempPoint = (TempPoint2 offset by 1000.00 towards (Facing of (Triggering unit)) degrees)
      • Unit - Order (Triggering unit) to Move To TempPoint


Trigger:
  • Left
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Turn Left
    • Actions
      • Set TempReal = ((Facing of (Triggering unit)) + 45.00)
      • Unit - Make (Triggering unit) face TempReal over 0.00 seconds
      • Set TempPlayer = (Owner of (Triggering unit))
      • Set TempPoint = (Position of (Triggering unit))
      • Camera - Rotate camera ((Rotation of the current camera view) + 45.00) degrees around TempPoint for TempPlayer over 2.00 seconds


Trigger:
  • Right
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Turn Right
    • Actions
      • Set TempReal = ((Facing of (Triggering unit)) - 45.00)
      • Unit - Make (Triggering unit) face TempReal over 0.00 seconds
      • Set TempPlayer = (Owner of (Triggering unit))
      • Set TempPoint = (Position of (Triggering unit))
      • Camera - Rotate camera ((Rotation of the current camera view) - 45.00) degrees around TempPoint for TempPlayer over 2.00 seconds



Trigger:
  • Init Camera
    • Events
      • Time - Elapsed game time is 0.20 seconds
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Camera - Apply Ingame Cam <gen> for (Player((Integer A))) over 0.00 seconds
          • Unit Group - Pick every unit in (Units owned by (Player((Integer A))) of type Man) and do (Actions)
            • Loop - Actions
              • Camera - Lock camera target for (Player((Integer A))) to (Picked unit), offset by (0.00, 0.00) using Default rotation
              • Wait 2.00 seconds
              • Set TempPoint = (Position of (Picked unit))
              • Camera - Rotate camera (Facing of (Picked unit)) degrees around TempPoint for (Player((Integer A))) over 0.50 seconds



Trigger:
  • Keep Locked
    • Events
      • Time - Every 0.70 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in (Units owned by (Player((Integer A))) of type Man) and do (Actions)
            • Loop - Actions
              • Camera - Lock camera target for (Player((Integer A))) to (Picked unit), offset by (0.00, 0.00) using Default rotation


Does anyone have any idea why this is? It has me completely stumped right now. :-/
 

N2o)

Retired.
Reaction score
51
>Camera - Lock camera target for (Player((Integer A))) to (Picked unit), offset by (0.00, 0.00) using Default rotation

You could perhaps, set everybodys camera rotation to a real array and do

Camera - Lock camera target for (Player((Integer A))) to (Picked unit), offset by (0.00, 0.00) using PlayerRotation[(Integer A)]

This will make it turn instantly though, unless you changed their rotation gradually in the left and right triggers.
 
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