| 04-16-2004, 12:28 AM | #1 |
does anyone know the trigger used in legacies to have the camera follow the hero like that? |
| 04-20-2004, 09:58 PM | #2 |
Nope, but it's one of the coolest maps I've ever seen for WC3. I've tried to contact the map creators, but they won't answer me. Maybe it's because they want to keep this little "secret" for themselves. But what if a lot of people pushed on and asked them to tell us? What do you say? Wanna gather some people for this project? |
| 04-20-2004, 10:06 PM | #3 |
i guess your right if we bother them enough they'd talk. but until we get enough then i'll work on getting it myself and sharing the answer if i figure it out. |
| 04-20-2004, 11:02 PM | #4 |
Camera - Lock camera target for (The player you want) to (Unit You want), offset by (0.00, 0.00) using Default rotation Hope that heps you. |
| 04-21-2004, 08:55 AM | #5 |
COOLer, your solution won't solve our problem. If you've played TotS, the first thing you will notice is that the camera is following the unit from its behind all the time – pretty much the same way as in World of WarCraft and other MMOG's. The “lock camera� trigger, however, will force the camera to follow a chosen unit, but with the same offset, angle and perspective as in a normal WC3 game. And for you IronGauntlet. I've figured out how the place the camera behind a unit, but it won't follow it more than 2 seconds. Dunno why… And after that the camera angle is totally screwed up. |
| 04-21-2004, 09:05 AM | #6 |
Well I so far had been to lazy to post this trigger but since you seem so interested here it is. This is EXACTLY what bil and osi used in ToTs. They gave the trigger to a friend of mine awhile back for his rpg, nice guys bil and osi. Events: periodic every .20 seconds of game Conditions: Actions: For each (Integer A) from 1 to 8, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions boolselected[(Integer A)] Not equal to False Then - Actions Camera - Lock camera target for (Player((Integer A))) to characters[(Integer A)], offset by (14.00, 14.00) using Default rotation Camera - Change camera smoothing factor to 100.00 Camera - Set (Player((Integer A)))'s camera Distance to target to 600.00 over 0.30 seconds Camera - Set (Player((Integer A)))'s camera Angle of attack to 345.00 over 0.30 seconds Camera - Set (Player((Integer A)))'s camera Rotation to (Facing of characters[(Integer A)]) over 0.50 seconds Camera - Set (Player((Integer A)))'s camera Height Offset to (60.00 x (Real((Terrain cliff level at (Position of characters[(Integer A)]))))) over 0.50 seconds Else - Actions Add the following actions to your hero selection trigger Set boolselected[(Player number of (Triggering player))] = True Set characters[(Player number of (Triggering player))] = (Last created unit) Should work perfectly, I know it does in my maps :D |
| 04-21-2004, 09:30 AM | #7 |
What can I say, Pyrokinesis? You are a pal beyond words!!! :D Now, I was thinking: You said it was the ‘exact' code they used for TotS. So, do you know anything about their “save/load character system� then? Would very much like to get my hands on a secure and pre-worked version of this. |
| 04-21-2004, 04:09 PM | #8 |
totaly normal camera trigger, except it uses one trigger for all players..... you could have gone to cinematic forum and ask them, and they would tell you the excact same thing :))) nevermind, i'm spaming a bit ;) |
| 04-21-2004, 09:34 PM | #9 |
question, what is the action used in the "for each integer a, do action" and what is the "Loop-action" finaly what action is used in the "if then else" this is my first time doing advanced triggers like this because most of the time i am working on my specialty, terrain. |
| 04-21-2004, 09:49 PM | #10 |
Everyone hits a bump in the road now and then, heres a map with the actual triggers in it for reference. ^_^ |
| 04-21-2004, 10:14 PM | #11 |
thx for your help. I am trying to make a map as good or close to TotS. maybe not a detailed item system or food details(food always pissed me off...) but something close. I am working on an actual story line but the actual quests will be all optional, kind off like the missions in Vice city. T dont wanst to put in a save/load trigger because i dont want people getting bored doing lvl 1 quests with a lvl 15 character. Now i can start working on the other many triggers. if you wanna know more about this rpg just email or PM me. |
| 04-21-2004, 10:33 PM | #12 |
If you need help with Arrays, and Variables, and Loops. I have explained them in my Triggered Spell Tutorial. Read it here. So yea, I need comments before I start the actual SPELL part, but until then. GL. |
| 04-21-2004, 11:23 PM | #13 |
I downloaded the map just to check out this camera tracking you talked about. It's awesome, exactly what I'd like to do for my map! I've seen it attempted in other maps but trees usually got in the way, he's got it set just right. |
| 04-22-2004, 12:17 AM | #14 |
i've learned alot through this thread. If i ever finish this map i'll be sure to thank you all. |
| 04-22-2004, 01:33 AM | #15 |
Yea the cam is very cool ^^, the reason FOOD was good in ToTs was it kept people from patrolling overnight and getting high level heros with minimal input. |
