AceHart
Your Friendly Neighborhood Admin
- Reaction score
- 1,494
Ever needed an easy to use Third Person Camera view system?
Yeah, me neither.
Hence the immediate need to write one...
No idea what it is?
Try the map...
Parental advisory: NewGen required!
Here it is:
How to use it:
Put the library somewhere in your map.
JASS user: you know what to do...
GUI user: Map header for example(*).
Give some unit to your players, and "call TPCAdd(<unit>)".
That's it.
Function reference:
- call TPCAdd(<unit>)
Sets the "camera" unit for its owner.
It will automatically replace the current unit, if there is one.
I.e. this is pretty much the only call you're going to need.
- call TPCRemove(<unit>)
Removes that unit, and the player that owns it, from the system.
- call TPCRemovePlayer(<player>)
Don't remember what unit it was? How did that happen? Call this to remove the player regardless.
- call TPCRemoveAll()
Removes all players from the system.
Configuration options:
- Period = 0.15
Determines how often the camera will readjust its settings.
Some people seem to believe that nothing less than every 0.01, i.e. 100 times a second, will do.
Others go with 0.3 or so for "lag" reasons...
Well, whatever.
The default, 0.15, works just fine.
- CameraHeight = 300.0
- CameraAngle = 345
- CameraDistance = 600
Some general options.
I hope it is clear from the name what they are doing(**).
- Command = "-camera"
- AllowCommand = true
If "true", there will be a chat command available to turn the system on or off as needed.
Assumes your unit has been added by a previous call to TPCAdd.
- RemoveOnDeath = true
Stops the camera system for a player as soon as his current camera unit dies.
That may or may not make any sense in your map.
- AllowArrowKeys = true
If true, you may use the arrow keys, up, down, left and right, to rotate or zoom the camera.
- AllowEscape = true
If true, you may press "escape" to reset the camera to the default values.
- AllowFreeRotation = false
Rotation, assuming arrows keys are allowed, can be either unlimited...
- CameraMaxRotate = 90
... or at most +/- this much.
- CameraMaxDistance = 1200
- CameraMinDistance = 150
Same here, if arrow keys are on, this limits the zooming to something that still makes sense.
Q: Does it work in multi-player?
A: Yes.
Q: Does it desync in multi-player?
A: No.
Q: Have you tested that?
A: No.
Q: Does it work with flying units?
A: Yes. But you need some slightly different height and other settings... experimentation is the key here.
Q: Can I set "distance" to 100?
A: Yes.
Q: What will that do?
A: Change to First Person Camera view system.
Q: Amazing!
A: Not really... If you don't see your unit and somehow manage to lose the selection, you have a problem...
Q: Why 100? What about 0, or less?
A: Doesn't work with less than 100...
Q: I use GUI, can I still use this?
A:
Yes, read the part "How to use it".
Additionally, to call this from GUI... well, the simplest way is probably this one:
Create some variable, of type unit (called "TempUnit" here) and
Custom script: call TPCAdd( udg_TempUnit )
Simple enough I take it(***)
Q: Well, I create the units for my players...
A:
Don't care...
Set TempUnit = (Last created unit)
Custom script: call TPCAdd( udg_TempUnit )
Q: OK! Got it! So, this doesn't work when buying the Hero from a Tavern, right?
A:
...
Event:
- A unit sells a unit
Conditions:
- ((Sold unit) is a Hero) equal to true
Actions:
- Set TempUnit = (Sold unit)
- Custom script: call TPCAdd( udg_TempUnit )
Q: 0.15 lags!
A: No, it doesn't.
Q: 0.15 is not fast enough!
A: No, it doesn't.
Q: That's the same answer as on the previous question.
A: Damn...
Yours,
AceHart
(*) No idea where that is?
Trigger editor, notice your map's name at the very top of the trigger list, click there.
See that empty space where you usually see a trigger?
That would be it.
(**) Yes Ace, sure... keep dreaming.
(***) see (**)
(****) Recursion: n. see (****) until you get it.
(*****)
Q: Isn't it simply "Recursion: n. see Recursion"?
A: No. That's not recursion, that's an endless loop...
Yeah, me neither.
Hence the immediate need to write one...
No idea what it is?
Try the map...
Parental advisory: NewGen required!
Here it is:
JASS:
library TPC initializer Init
globals
// How often the camera is adjusted. Every 0.15 seconds is plenty fast enough
private constant real Period = 0.15
// General camera options
private constant real CameraHeight = 300.0
private constant real CameraAngle = 345
private constant real CameraDistance = 600
// Arrow keys can be used to rotate and zoom
private constant boolean AllowArrowKeys = true
// Escape resets the camera to "general camera options"
private constant boolean AllowEscape = true
// Wan't to be able to turn it on or off?
private constant string Command = "-camera"
private constant boolean AllowCommand = true
// Optionally stops the camera if the current camera unit dies
private constant boolean RemoveOnDeath = true
// Rotation is either free...
private constant boolean AllowFreeRotation = false
// ... or limited to +/- this:
private constant real CameraMaxRotate = 90
// You can change this... but should just leave them
private constant real CameraMaxDistance = 1200
private constant real CameraMinDistance = 150
// DON'T touch anything here
private group CameraUnits = CreateGroup()
private group CameraUnits_start = CreateGroup()
private real array Rotate
private real array Distance
private real array Angle
private boolean array DoLeft
private boolean array DoRight
private boolean array DoDown
private boolean array DoUp
endglobals
private function CameraRemovePlayer_function takes nothing returns nothing
if GetOwningPlayer(GetEnumUnit()) == bj_forceRandomCurrentPick then
call GroupRemoveUnit(CameraUnits_start, GetEnumUnit())
call GroupRemoveUnit(CameraUnits, GetEnumUnit())
endif
endfunction
function TPCRemovePlayer takes player p returns nothing
set bj_forceRandomCurrentPick = p
call ForGroup(CameraUnits, function CameraRemovePlayer_function)
call ForGroup(CameraUnits_start, function CameraRemovePlayer_function)
if GetLocalPlayer() == p then
call ResetToGameCamera(1.5)
endif
endfunction
function TPCAdd takes unit u returns nothing
local player p = GetOwningPlayer(u)
local integer i = GetPlayerId(p)
call TPCRemovePlayer(p)
set Rotate<i> = 0
set Angle<i> = CameraAngle
set Distance<i> = CameraDistance
call GroupAddUnit(CameraUnits_start, u)
call GroupAddUnit(CameraUnits, u)
set p = null
endfunction
function TPCRemove takes unit u returns nothing
call GroupRemoveUnit(CameraUnits_start, u)
call GroupRemoveUnit(CameraUnits, u)
if GetLocalPlayer() == GetOwningPlayer(u) then
call ResetToGameCamera(1.5)
endif
endfunction
function TPCRemoveAll takes nothing returns nothing
call GroupClear(CameraUnits)
call GroupClear(CameraUnits_start)
endfunction
private function Death takes nothing returns nothing
if IsUnitInGroup(GetTriggerUnit(), CameraUnits_start) or IsUnitInGroup(GetTriggerUnit(), CameraUnits) then
call TPCRemove(GetTriggerUnit())
endif
endfunction
private function Movement takes nothing returns nothing
local unit u = GetEnumUnit()
local location l = GetUnitLoc(u)
if GetLocalPlayer() == GetOwningPlayer(u) then
call PanCameraToTimed(GetUnitX(u), GetUnitY(u), Period)
call SetCameraField(CAMERA_FIELD_ROTATION, GetUnitFacing(u) + Rotate[GetPlayerId(GetOwningPlayer(u))], Period)
call SetCameraField(CAMERA_FIELD_ZOFFSET, GetCameraField(CAMERA_FIELD_ZOFFSET) + GetLocationZ(l) + CameraHeight - GetCameraEyePositionZ(), Period)
call SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK, Angle[GetPlayerId(GetOwningPlayer(u))], Period)
call SetCameraField(CAMERA_FIELD_TARGET_DISTANCE, Distance[GetPlayerId(GetOwningPlayer(u))], Period)
endif
call RemoveLocation(l)
set u = null
set l = null
endfunction
private function Actions takes nothing returns nothing
call ForGroup(CameraUnits, function Movement)
endfunction
private function usesCamera takes nothing returns nothing
if GetOwningPlayer(GetEnumUnit()) == GetTriggerPlayer() then
set bj_isUnitGroupDeadResult = false
endif
endfunction
private function CameraOn takes nothing returns nothing
local integer i = GetPlayerId(GetTriggerPlayer())
if GetOwningPlayer(GetEnumUnit()) == GetTriggerPlayer() then
set Rotate<i> = 0
set Angle<i> = CameraAngle
set Distance<i> = CameraDistance
call GroupAddUnit(CameraUnits, GetEnumUnit())
endif
endfunction
private function CameraOff takes nothing returns nothing
if GetOwningPlayer(GetEnumUnit()) == GetTriggerPlayer() then
call GroupRemoveUnit(CameraUnits, GetEnumUnit())
endif
endfunction
private function ChatActions takes nothing returns nothing
set bj_isUnitGroupDeadResult = true
call ForGroup(CameraUnits, function usesCamera)
if bj_isUnitGroupDeadResult then
call ForGroup(CameraUnits_start, function CameraOn)
else
call ForGroup(CameraUnits, function CameraOff)
if GetLocalPlayer() == GetTriggerPlayer() then
call ResetToGameCamera(1.5)
endif
endif
endfunction
private function KeyLeft takes nothing returns nothing
set DoLeft[GetPlayerId(GetTriggerPlayer())] = not DoLeft[GetPlayerId(GetTriggerPlayer())]
endfunction
private function KeyRight takes nothing returns nothing
set DoRight[GetPlayerId(GetTriggerPlayer())] = not DoRight[GetPlayerId(GetTriggerPlayer())]
endfunction
private function KeyDown takes nothing returns nothing
set DoDown[GetPlayerId(GetTriggerPlayer())] = not DoDown[GetPlayerId(GetTriggerPlayer())]
endfunction
private function KeyUp takes nothing returns nothing
set DoUp[GetPlayerId(GetTriggerPlayer())] = not DoUp[GetPlayerId(GetTriggerPlayer())]
endfunction
private function DoKeys takes nothing returns nothing
local integer i = 0
loop
if DoLeft<i> then
if AllowFreeRotation or Rotate<i> < CameraMaxRotate then
set Rotate<i> = Rotate<i> + 8
if Rotate<i> > 360 then
set Rotate<i> = Rotate<i> - 360
endif
endif
endif
if DoRight<i> then
if AllowFreeRotation or Rotate<i> > -CameraMaxRotate then
set Rotate<i> = Rotate<i> - 8
if Rotate<i> < -360 then
set Rotate<i> = Rotate<i> + 360
endif
endif
endif
if DoDown<i> then
if Distance<i> < CameraMaxDistance then
set Distance<i> = Distance<i> + 25
set Angle<i> = Angle<i> + 0.35
endif
endif
if DoUp<i> then
if Distance<i> > CameraMinDistance then
set Distance<i> = Distance<i> - 25
set Angle<i> = Angle<i> - 0.35
endif
endif
set i = i + 1
exitwhen i >= 12
endloop
endfunction
private function Escape takes nothing returns nothing
local integer i = GetPlayerId(GetTriggerPlayer())
set Rotate<i> = 0
set Angle<i> = CameraAngle
set Distance<i> = CameraDistance
endfunction
private function Init takes nothing returns nothing
local integer i
local trigger t = CreateTrigger()
local trigger t1 = CreateTrigger()
local trigger t2 = CreateTrigger()
local trigger t3 = CreateTrigger()
local trigger t4 = CreateTrigger()
local timer m
local player p
call TriggerRegisterTimerEventPeriodic(t, Period)
call TriggerAddAction(t, function Actions)
if AllowCommand then
set t = CreateTrigger()
call TriggerAddAction(t, function ChatActions)
set i = 0
loop
call TriggerRegisterPlayerChatEvent(t, Player(i), Command, true)
set i = i + 1
exitwhen i >= 12
endloop
endif
if RemoveOnDeath then
set t = CreateTrigger()
call TriggerAddAction(t, function Death)
set i = 0
loop
call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_DEATH, null)
set i = i + 1
exitwhen i >= 12
endloop
endif
call TriggerAddAction(t1, function KeyLeft)
call TriggerAddAction(t2, function KeyRight)
call TriggerAddAction(t3, function KeyDown)
call TriggerAddAction(t4, function KeyUp)
set i = 0
loop
set Rotate<i> = 0
set Distance<i> = CameraDistance
set Angle<i> = CameraAngle
set DoLeft<i> = false
set DoRight<i> = false
set DoDown<i> = false
set DoUp<i> = false
set p = Player(i)
if AllowArrowKeys then
call TriggerRegisterPlayerEvent(t1, p, EVENT_PLAYER_ARROW_LEFT_DOWN)
call TriggerRegisterPlayerEvent(t1, p, EVENT_PLAYER_ARROW_LEFT_UP)
call TriggerRegisterPlayerEvent(t2, p, EVENT_PLAYER_ARROW_RIGHT_DOWN)
call TriggerRegisterPlayerEvent(t2, p, EVENT_PLAYER_ARROW_RIGHT_UP)
call TriggerRegisterPlayerEvent(t3, p, EVENT_PLAYER_ARROW_DOWN_DOWN)
call TriggerRegisterPlayerEvent(t3, p, EVENT_PLAYER_ARROW_DOWN_UP)
call TriggerRegisterPlayerEvent(t4, p, EVENT_PLAYER_ARROW_UP_DOWN)
call TriggerRegisterPlayerEvent(t4, p, EVENT_PLAYER_ARROW_UP_UP)
endif
set i = i + 1
exitwhen i >= 12
endloop
set m = CreateTimer()
call TimerStart(m, 0.05, true, function DoKeys)
set m = null
if AllowEscape then
set t = CreateTrigger()
call TriggerAddAction(t, function Escape)
set i = 0
loop
call TriggerRegisterPlayerEvent(t, Player(i), EVENT_PLAYER_END_CINEMATIC)
set i = i + 1
exitwhen i >= 12
endloop
endif
set t = null
set t1 = null
set t2 = null
set t3 = null
set t4 = null
set p = null
endfunction
endlibrary
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How to use it:
Put the library somewhere in your map.
JASS user: you know what to do...
GUI user: Map header for example(*).
Give some unit to your players, and "call TPCAdd(<unit>)".
That's it.
Function reference:
- call TPCAdd(<unit>)
Sets the "camera" unit for its owner.
It will automatically replace the current unit, if there is one.
I.e. this is pretty much the only call you're going to need.
- call TPCRemove(<unit>)
Removes that unit, and the player that owns it, from the system.
- call TPCRemovePlayer(<player>)
Don't remember what unit it was? How did that happen? Call this to remove the player regardless.
- call TPCRemoveAll()
Removes all players from the system.
Configuration options:
- Period = 0.15
Determines how often the camera will readjust its settings.
Some people seem to believe that nothing less than every 0.01, i.e. 100 times a second, will do.
Others go with 0.3 or so for "lag" reasons...
Well, whatever.
The default, 0.15, works just fine.
- CameraHeight = 300.0
- CameraAngle = 345
- CameraDistance = 600
Some general options.
I hope it is clear from the name what they are doing(**).
- Command = "-camera"
- AllowCommand = true
If "true", there will be a chat command available to turn the system on or off as needed.
Assumes your unit has been added by a previous call to TPCAdd.
- RemoveOnDeath = true
Stops the camera system for a player as soon as his current camera unit dies.
That may or may not make any sense in your map.
- AllowArrowKeys = true
If true, you may use the arrow keys, up, down, left and right, to rotate or zoom the camera.
- AllowEscape = true
If true, you may press "escape" to reset the camera to the default values.
- AllowFreeRotation = false
Rotation, assuming arrows keys are allowed, can be either unlimited...
- CameraMaxRotate = 90
... or at most +/- this much.
- CameraMaxDistance = 1200
- CameraMinDistance = 150
Same here, if arrow keys are on, this limits the zooming to something that still makes sense.
Q: Does it work in multi-player?
A: Yes.
Q: Does it desync in multi-player?
A: No.
Q: Have you tested that?
A: No.
Q: Does it work with flying units?
A: Yes. But you need some slightly different height and other settings... experimentation is the key here.
Q: Can I set "distance" to 100?
A: Yes.
Q: What will that do?
A: Change to First Person Camera view system.
Q: Amazing!
A: Not really... If you don't see your unit and somehow manage to lose the selection, you have a problem...
Q: Why 100? What about 0, or less?
A: Doesn't work with less than 100...
Q: I use GUI, can I still use this?
A:
Yes, read the part "How to use it".
Additionally, to call this from GUI... well, the simplest way is probably this one:
Create some variable, of type unit (called "TempUnit" here) and
Custom script: call TPCAdd( udg_TempUnit )
Simple enough I take it(***)
Q: Well, I create the units for my players...
A:
Don't care...
Set TempUnit = (Last created unit)
Custom script: call TPCAdd( udg_TempUnit )
Q: OK! Got it! So, this doesn't work when buying the Hero from a Tavern, right?
A:
...
Event:
- A unit sells a unit
Conditions:
- ((Sold unit) is a Hero) equal to true
Actions:
- Set TempUnit = (Sold unit)
- Custom script: call TPCAdd( udg_TempUnit )
Q: 0.15 lags!
A: No, it doesn't.
Q: 0.15 is not fast enough!
A: No, it doesn't.
Q: That's the same answer as on the previous question.
A: Damn...
Yours,
AceHart
(*) No idea where that is?
Trigger editor, notice your map's name at the very top of the trigger list, click there.
See that empty space where you usually see a trigger?
That would be it.
(**) Yes Ace, sure... keep dreaming.
(***) see (**)
(****) Recursion: n. see (****) until you get it.
(*****)
Q: Isn't it simply "Recursion: n. see Recursion"?
A: No. That's not recursion, that's an endless loop...