| 08-28-2003, 12:12 AM | #1 |
For my campaign, I am making a 3rd person control system. I get how to make the unit go forwards and backwards, but I dont know how to make the unit rotate right/left when the left/right arrow key is pressed. I also need to what event I would use to change the camera's angle to face the angle the payer's unit is facing (as in other 3rd Person games). Also, does anyone know the event that changes the game camera's Angle of Attack? I have TFT and I looked in the camera section and searched as well, so I'm guessing it goes under a different name. |
| 08-28-2003, 12:34 AM | #2 |
If your really good with other triggers, whats stopping you from looking for them yourself? Its a pain to write down everything, this is a map editing forum, not a tuturial forum. |
| 08-28-2003, 01:19 AM | #3 |
Alright, I went a bit over-active. I have now edited my post into a 'lite' version. |
| 08-28-2003, 06:09 AM | #4 |
ssame thing. Yeah i'm working on that. I'm thinking about making it that whenever the player hits a button u add or subtract from a number that goes to 360. And it sets the units facing to the values every iono .01 seconds *trying to figure better way* my only problem is that it moves only 200 points up. I need to know how to make it walk lots otherwise u just tape the forward button. It can't be too long or i think it will try and take a funny path cause of obstacles on other area. |
| 08-28-2003, 08:24 AM | #5 |
Here's my first crack at it... Don't make fun, it's 4am :P. |
| 08-28-2003, 07:32 PM | #6 |
Nice nice. My Only question is that at the end of every press trigger it says -1 from the integer[whatever] What may i ask is that for? edit: oh wait by using -1 does it make it do the thing infinitely or something? i just really awnt to understand why u did that. |
| 08-28-2003, 08:21 PM | #7 |
It checks if the key is still being held, if so it subtracts 1 so the loop runs again. It checks if the corresponding value for that key in the boolean array (forgot what I called it) is true, which means the key is being held down still. If it is true it subtracts 1 so the loop runs again, if not it doesn't and the loop ends. |
| 08-28-2003, 08:37 PM | #8 |
Heres a new version, cleaned up the movement a bit, made the turning radius while moving less then half the screen :):) |
| 08-28-2003, 10:31 PM | #9 |
I think what he wants is more of The Power of Might mod camera. Here's a version that locks to a unit, is closer, but still doesn't rotate. |
| 08-28-2003, 11:55 PM | #10 |
Draco thankyou sooo much. Its nearly exactly what I needed. But I still need a way to make the camera turn with the unit. I'm pretty sure It involves the rotate camera around point action, but the last vestife of intelligence that inhabits my little retarded brain gets sleepy when I try to think any further than that. Any help would be appreciated greatly! |
| 08-29-2003, 01:05 AM | #11 |
Ok, here is the final version. It rotates and everything. You need to copy the triggers and use the exact same variables as the map. Make sure you thank Nemesis1234 since I was editing his original! :D |
| 08-29-2003, 04:27 AM | #12 |
Ok. Final version for me... Made it so the paladin no longer walks like a gimp. :ggani: And also added Draco's cam to this new version. |
| 08-29-2003, 08:15 AM | #13 |
Gee, How do i make the camera more closer to my unit? Can you guys make another map? Thanks. I want the camera nearer to the unit like in Legacies: ToS |
| 08-29-2003, 09:48 AM | #14 |
if the trigger is applying a camera, can't you just like... put the camera closer? Gah. Oh yeah, similar topic. Issit possible to make the units turn sharply using 0.05 second periodic time? Everytime I do that it seems that the units turn really slowly and the animation is jerky. I think this is because the unit is being issued orders far too fast, and takes time to react, so it spends maybe 0.01 seconds trying to execute the order, and so the animation is cut off. Any ideas how to solve this? |
| 08-29-2003, 02:07 PM | #15 |
If you want the camera closer, all you have to do is move the camera that has been pre-placed on the map. Just set the 'distance to target' field to a smaller number for a closer zoom. As for the "jerkyness", it seems like it runs fine for me. |
