| 09-02-2009, 08:14 PM | #2 |
You'd probably get more replies if you posted your code instead of the map. |
| 09-03-2009, 03:39 AM | #3 |
I Did, did u see it? |
| 09-03-2009, 04:19 AM | #4 | |
Looks like a GUI version of Oppi's except way less flexible, and in GUI. Just tested and it's way worse, locking camera to target is so skippy compared to panning to them. It also doesn't have any anti-clipping which results in lameness like this Also, you can't click on the minimap to move there because of the lock-to-hero. Not to sound like a dick but: "Camera is affacted by ground level, wich means if the hero goes up - so is the camera." I didn't notice this at all (see screen shot) "A smooth movment." You're joking right? "Also works by variable: Hero[1~6] (unit variable)." Kinda silly that you have to use that variable, guess I'm just too used to Oppi's one. |
| 09-03-2009, 10:48 AM | #5 | |
Quote:
Actually the cam looks pretty good for a GUI camera. Reminds me of the old days when OppiCam was still in GUI. It's the first time I see Toadcop's anti-smoothing function in action though and I have to say it's kinda jerky. When walking steep hills the camera is a bit laggy which doesn't look very natural. This is how I did it: JASS:call MoveLocation(Loc, newx, newy) call SetCameraField(CAMERA_FIELD_ZOFFSET, GetCameraField(CAMERA_FIELD_ZOFFSET) + GetLocationZ(Loc) + Z_OFFSET + GetUnitFlyHeight(Unit[p]) - GetCameraTargetPositionZ(), duration) |
| 09-03-2009, 11:03 AM | #6 | |
Quote:
Ive been having some problems with it too. Although, those problems might have been partly caused by too big far z values. |
| 09-03-2009, 11:07 AM | #7 | |
Quote:
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| 09-03-2009, 11:28 AM | #8 |
Opossum, thx :] Could u tell me exactly what to do to make it better?, i don't know jass at all :D that thing u wrote in jass doesn't tell me anything hehe ^^ |
| 09-03-2009, 04:03 PM | #9 |
To make it really good you should learn Jass. I won't teach you that as it's quite a goal to achieve. Considering the camera's offset you should replace your jass function with this: JASS:function SetCameraZ takes real z, player p returns nothing if GetLocalPlayer() == p then call SetCameraField(CAMERA_FIELD_ZOFFSET, GetCameraField(CAMERA_FIELD_ZOFFSET) + udg_TerrainHeight[(GetPlayerId(p))+1] + z + GetUnitFlyHeight(udg_Hero[p]) - GetCameraTargetPositionZ(), 0.1) endif endfunction Maybe Toadcop's version will not look that jerky if you use a bigger value than 0.01 for the panning duration. Also you are leaking a location in your periodic trigger which will - in a 0.1 periodic trigger - cause the game to lag after some time. You should replace this line: Trigger: Set Loc[(Player number of (Picked player))] = (Position of Hero[(Player number of (Picked player))]) JASS:call MoveLocation(udg_Loc[GetPlayerId(GetEnumPlayer())+1], GetUnitX(udg_Hero[GetPlayerId(GetEnumPlayer)]), GetUnitY(udg_Hero[GetPlayerId(GetEnumPlayer)])) And this is exactly why I said you will learn Jass by improving this system. |
| 09-03-2009, 04:40 PM | #10 |
I need the 1.24 patch for this? JASS:call MoveLocation(udg_Loc[GetPlayerId(GetEnumPlayer())+1], GetUnitX(udg_Hero[GetPlayerId(GetEnumPlayer)]), GetUnitY(udg_Hero[GetPlayerId(GetEnumPlayer)])) cause i did replace and it just moves me to menu |
| 09-03-2009, 04:56 PM | #11 |
My mistake: JASS:call MoveLocation(udg_Loc[GetPlayerId(GetEnumPlayer())+1], GetUnitX(udg_Hero[GetPlayerId(GetEnumPlayer())]), GetUnitY(udg_Hero[GetPlayerId(GetEnumPlayer())])) |
| 09-03-2009, 05:24 PM | #12 |
ok, i did but now, the camera doesn't move on the Z line, :\ Edit: what does this movelocation do? |
| 09-03-2009, 05:38 PM | #13 | |
Instead of creating a new location it just moves an existing location to new coordinates. Doing this, you don't have to remove locations to avoid leaks. Quote:
Trigger: Set Loc = (Point(0.00, 0.00)) |
| 09-03-2009, 06:27 PM | #14 |
he, i found the problem, we needed to put +1 in that getunitx and getunity arrays JASS:call MoveLocation(udg_Loc[GetPlayerId(GetEnumPlayer())+1], GetUnitX(udg_Hero[GetPlayerId(GetEnumPlayer())+1]), GetUnitY(udg_Hero[GetPlayerId(GetEnumPlayer())+1])) |
| 09-03-2009, 06:51 PM | #15 |
Man, I just wish that destructibles had vertex color, so I could use them instead of doodads and then turn everything transparent that comes between the camera unit and the camera.. In jass player ides go from 0 to 11. Player(0) is red, Player(1) is blue, etc. |
