| 10-19-2004, 12:26 AM | #1 |
This is my script: function Trig_Update_Camera_Func001Func004C takes nothing returns boolean if ( not ( udg_bol_up == true ) ) then return false endif if ( not ( udg_bol_down == false ) ) then return false endif return true endfunction function Trig_Update_Camera_Func001C takes nothing returns boolean if ( not ( udg_bol_FPV == true ) ) then return false endif return true endfunction function Trig_Update_Camera_Actions takes nothing returns nothing if ( Trig_Update_Camera_Func001C() ) then call CameraSetupApplyForPlayer( true, gg_cam_FPS, Player(0), 0 ) if ( Trig_Update_Camera_Func001Func004C() ) then call SetCameraTargetControllerNoZForPlayer( Player(0), udg_unit_controled, ( GetLocationX(PolarProjectionBJ(GetUnitLoc(udg_unit_controled), ( udg_real_camcorrection * 1.50 ), udg_real_moveangle)) - GetLocationX(GetUnitLoc(udg_unit_controled)) ), ( GetLocationY(PolarProjectionBJ(GetUnitLoc(udg_unit_controled), ( udg_real_camcorrection * 1.50 ), udg_real_moveangle)) - GetLocationY(GetUnitLoc(udg_unit_controled)) ), true ) else call SetCameraTargetControllerNoZForPlayer( Player(0), udg_unit_controled, ( GetLocationX(PolarProjectionBJ(GetUnitLoc(udg_unit_controled), udg_real_camcorrection, udg_real_moveangle)) - GetLocationX(GetUnitLoc(udg_unit_controled)) ), ( GetLocationY(PolarProjectionBJ(GetUnitLoc(udg_unit_controled), udg_real_camcorrection, udg_real_moveangle)) - GetLocationY(GetUnitLoc(udg_unit_controled)) ), true ) endif else call CameraSetupApplyForPlayer( true, gg_cam_TPS, Player(0), 0 ) call SetCameraTargetControllerNoZForPlayer( Player(0), udg_unit_controled, 0.00, 0.00, true ) endif call SetCameraFieldForPlayer( Player(0), CAMERA_FIELD_ROTATION, udg_real_moveangle, 0 ) endfunction //=========================================================================== function InitTrig_Update_Camera takes nothing returns nothing set gg_trg_Update_Camera = CreateTrigger( ) call TriggerRegisterTimerEventPeriodic( gg_trg_Update_Camera, 0.01 ) call TriggerAddAction( gg_trg_Update_Camera, function Trig_Update_Camera_Actions ) endfunction I need the function for camera - Z offset |
| 10-19-2004, 05:08 AM | #2 |
call SetCameraFieldForPlayer( Player(0), CAMERA_FIELD_FARZ, 0.00, 0 ) right.. just convert the GUI function |
| 10-19-2004, 05:22 AM | #3 |
Thats how you set the Z offset of the camera? |
| 10-19-2004, 06:56 AM | #4 |
i think so, SetCameraField takes camerafield whichField, real value, real duration returns nothing |
| 10-19-2004, 05:51 PM | #5 |
can you write a script real quick that adjusts the camera to the same terran cliff level as the unit that first is being seen through. Here is a link to the 1st person engine I'm using:http://www.wc3campaigns.com/attachme...chmentid=20885 please change it so it will allow my unit to go up and down hills and ramps. |
| 10-19-2004, 06:14 PM | #6 |
Please post a demo map to save us all some truble, nice anyway |
| 10-19-2004, 07:41 PM | #7 |
| 10-23-2004, 02:49 PM | #8 |
What the hell is wrong with you? I made that cam about a year and half ago, and put it in the repository. http://www.wc3campaigns.com/showthread.php?t=44551 My god, you didnt even remove my name from the Notes! Oh, and I have a working cam that follows the terrian, and adjusts it's angle--and I was about to release it. However, I've changed my mind now that I've met you. |
| 10-24-2004, 02:39 AM | #9 |
Guest | x.X I hope you fixed the PolarProjection memory leaks in the newer version ^ ^ |
| 10-24-2004, 02:45 AM | #10 |
can you please release it! I would really like to have it in a map |
| 10-24-2004, 12:35 PM | #11 |
I really have to read through the fps mod EULA, because I'm using their function to compensate for blizzard's smoothing, and for slope (it was the most lag free slope function I could find/make). Also, I have only one fire function done (instant). Finnally, I want to double check that the modified cam function works in multiplayer. [edit] Is claiming someone else's work a bannable offence? |
