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Help with the camera

08-03-2009, 05:31 PM#1
Mendel
hi, so i did this very deep cliffs, with bridges above them, not using the cliff tool, but that dig thingy dunno...
i locked the camera view to a unit, now when it walks over a bridge, or just walking around the map, the camera seems to like have same distance from ground so it goes realy close to the ground when the unit is on the bridge, how can i disable the camera completly so it will just look at the unit and wont be affected by the ground level...
08-03-2009, 06:53 PM#2
Anitarf
So far, the only way I've seen work is this.
08-04-2009, 07:55 AM#3
Mendel
could u explain me how to add this into a trigger... i mean for the varibales i have no clue about jass.. once i test the map it's jsut goes to the main menu
08-04-2009, 11:21 AM#4
Tot
Quote:
Originally Posted by Mendel
could u explain me how to add this into a trigger... i mean for the varibales i have no clue about jass.. once i test the map it's jsut goes to the main menu

use jngp5d (can be found somewhere on this site...too lazy to link)
08-04-2009, 12:31 PM#5
Anitarf
Quote:
Originally Posted by Tot
use jngp5d (can be found somewhere on this site...too lazy to link)
You don't even need the NewGen pack for that function, it should work in regular JASS just as well.

To use this function, copy it to your map's custom script section (in the trigger editor's category/trigger list, click on the map name at the top of the list, this will open the custom script section on the right), then call it from a periodic trigger using the custom script action call SetCameraZ( 500.0 ).
08-04-2009, 12:57 PM#6
Mendel
huh... i have newgen, in the trigger editor's caregory i don't have a trigger list, i have a TESH under that there is function list, but as i open it i can't change anything...
08-04-2009, 01:07 PM#7
Anitarf
What I mean with trigger list is the treeview on the left side of the trigger editor, you can't not have it, otherwise you wouldn't be able to select triggers to edit.
08-04-2009, 06:07 PM#8
Mendel
Oh great i got it :] works nice, Does it effect all players in the map?
08-04-2009, 06:38 PM#9
Anitarf
Yes. To get it to work for only a single player, you'd need to put it in a GetLocalPlayer() if block. Something like:

Custom script:if GetLocalPlayer()==Player(0) then
Do stuff.
Custom script:endif

Obviously, if you do any gamestate-changing thing within the if block, you will get a server split. The camera, however, can be altered freely since it's not synchronised.