| 11-23-2003, 02:47 AM | #1 |
I'm not very good with camera triggers, so can someone please help me on how to make an FPS camera(obviously infront of a unit). Thanks in advance. |
| 11-23-2003, 03:19 AM | #2 |
Just get the 3rd person cam from the trigger repositary and cgange the camera prop thing so its in front of the target not behind it. Hint: try setting the distance to target to a negitive to see how it works. |
| 11-23-2003, 06:21 PM | #3 |
I tryed that. It just goes to "0" ingame although you set it to a negative- so your inside the unit |
| 11-23-2003, 06:45 PM | #4 |
Well, I didn't EXACTLY get what you were trying to say(not specific enough), so I came up with this for a rifleman. The problem is, though, whenever i set rotation to then unit, it messses up, but it is messed up the way it is right now too... CamLock Events Time - Every 0.20 seconds of game time Conditions Actions Camera - Apply Camera 001 <gen> for Player 1 (Red) over 0.20 seconds Camera - Lock camera target for Player 1 (Red) to Rifleman 0002 <gen>, offset by (510.00, 250.00) using Default rotation Camera - Change camera smoothing factor to 30.00 That is all I have changed(and the camera's default spot a bit), but adding this to it: Camera - Set Player 1 (Red)'s camera Rotation to (Facing of Rifleman 0002 <gen>) over 0.00 seconds messes it up even more, so I still need help... Here's the map from the repository with my changes if you want to edit it this way and put it up for dl instead of explaining. |
| 11-23-2003, 10:10 PM | #5 |
I ALMOST have it, but I need one thing from you guys How would I go about setting a rotaion offset with x,y coordinates, what kind of math equation would I use? Example, If the rifleman is facing 90, the x,y would be 0,50 If he is facing 135 it would be -25,25 180 would be -50,0 and 270 would be 0,-50 What kind of equation would I put in the x,y values? |
| 11-23-2003, 11:23 PM | #6 |
I don't know of an actual calculation that would do that, although there probably is one out there. If nobody comes up with it, you could always brute force it: if angle >=0 and angle < 90 ypoint = angle / 1.8 xpoint = 50 - ypoint if angle >= 90 and angle < 180 angle = angle - 90 xpoint = angle / 1.8 ypoint = 50 - xpoint xpoint = -(xpoint) if angle >= 180 and angle < 270 angle = angle - 180 ypoint = angle / 1.8 xpoint = 50 - ypoint xpoint = -(xpoint) ypoint = -(ypoint) if angle >= 270 and angle <= 360 angle = angle - 270 xpoint = angle / 1.8 ypoint = 50 - xpoint ypoint = -(ypoint) That should work, even if it's not the best solution. |
| 11-24-2003, 12:16 AM | #7 |
Math equation is better, much better considering that there are somewhere between 20-50 differn't angle postions... [glow=green,2,300]HOLY ****![/glow] I did it! I did It! I'm going to post it into the repository, ok? |
| 11-24-2003, 12:55 AM | #8 |
lol, that was alot of time taken...thanks i learned sumthin :ggani: |
