| 08-24-2002, 10:05 AM | #1 |
Guest | a lot of people have already found out u can break cameralock on target, by pressing alt-c (center view on target) I dont know why it breaks it, but it works.. i assume the way to stop people from breaking lock would be to detect when they press alt-c, then lock their cameras again.. but is there a way to detect it? |
| 08-25-2002, 11:10 AM | #2 |
Guest | sorry.. need to ask again... |
| 08-25-2002, 02:39 PM | #3 |
Guest | I don't think you can react to keystrokes, but you could make it lock the camera every two seconds or something. Isn't there some boolean for this? |
| 08-29-2002, 06:26 PM | #4 |
Guest | Check the WarChasers map in the SCENARIO(C:\Program Files\Warcraft III\Maps\Scenario) folder (4 plr map that blizzard made) the camera is locked on unit, no matter what, if even CTRL+C is used!! |
| 08-30-2002, 06:02 AM | #5 |
Guest | that one uses a timer also :( not that i dont have a problem with just using a timer.. but it seems like a waste of computing space or whatever.... and i wonder if it lags to tell 8 players to keep changing their camera posisitons.. |
| 08-30-2002, 06:05 AM | #6 |
Info about "Current Camera" isn't sent to the other players. I tried a map and didn't work out because I couldn't find something like 'player 1's' current camera position :(. |
| 08-30-2002, 08:09 AM | #7 |
Guest | i think i juz blame blizzard for implementing 'alt-c' :) |
| 08-30-2002, 10:35 PM | #8 |
Guest | alt+c is a good thing locking the camera is shit, don't do it |
| 08-31-2002, 04:13 AM | #9 |
I Havent Seen A Map Yet Where It Improves Gameplay, If It Did People Wouldn't Be Using Alt-C |
| 08-31-2002, 06:55 PM | #10 |
well in a rpg i have, theres a maze part, and I want the camera locked for that part of the map...but just being able to right click on the exit would suck... |
| 09-03-2002, 04:49 PM | #11 |
Guest | In WarChasers, the camera won't be unlocked with ALT+c or CTRL+C |
| 09-03-2002, 05:45 PM | #12 |
Guest | A periodic timer with 1 action like Lock camera isn't going to lag the game. |
| 09-04-2002, 02:32 AM | #13 |
DrunkOM is right, just be practical dude :) I've had like 24 different triggers firing every .5 seconds and not seen any lag in 12 player games :P Unless you've got a @#$!load of actions in there, you'll be fine. |
| 09-04-2002, 07:02 PM | #14 |
you should want players to be able to unlock... alot of people get frustrated from locked cam and alot of good maps arent played alot coz of that. on my rpg i am making text triggers to turn locked cam on/off as the user pleases (newbie-friendly for people who dont know ctrl+c, and allows em to turn it back on at will.) But if you really wanna lock the cam perm i believe a timer is the only way. |
| 09-04-2002, 11:34 PM | #15 | |
Guest | Quote:
Does that include any for loops? i've noticed that most times a for loop is used, it makes the game hickup a bit. Before I realised this I had a periodic timer with about 4 For loops (7 times each) and the game would eventually become unplayable when I played MP. |
