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This is the trigger i used for a map i made, but as Chaosy said, i does go through buildings and such blinding your camera. (It does say First Person camera, but it really is a third person camera.)
First Person View
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(King Tarn 0082 <gen> is alive) Equal to True
Then - Actions
Camera - Set Player 1 (Red)'s camera Distance to target to 900.00 over 0.00 seconds
Camera - Lock camera target for Player 1 (Red) to King Tarn 0082 <gen>, offset by (0.00, 0.00) using Default rotation
Camera - Set Player 1 (Red)'s camera Angle of attack to 340.00 over 0.00 seconds
Camera - Set Player 1 (Red)'s camera Height Offset to 200.00 over 0.00 seconds
Camera - Set Player 1 (Red)'s camera Rotation to (Facing of King Tarn 0082 <gen>) over 0.00 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Sir Flen 0081 <gen> is alive) Equal to True
Then - Actions
Camera - Set Player 2 (Blue)'s camera Distance to target to 900.00 over 0.00 seconds
Camera - Lock camera target for Player 2 (Blue) to Sir Flen 0081 <gen>, offset by (0.00, 0.00) using Default rotation
Camera - Set Player 2 (Blue)'s camera Angle of attack to 340.00 over 0.00 seconds
Camera - Set Player 2 (Blue)'s camera Height Offset to 200.00 over 0.00 seconds
Camera - Set Player 2 (Blue)'s camera Rotation to (Facing of Sir Flen 0081 <gen>) over 0.00 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Sir Cener 0083 <gen> is alive) Equal to True
Then - Actions
Camera - Set Player 3 (Teal)'s camera Distance to target to 900.00 over 0.00 seconds
Camera - Lock camera target for Player 3 (Teal) to Sir Cener 0083 <gen>, offset by (0.00, 0.00) using Default rotation
Camera - Set Player 3 (Teal)'s camera Angle of attack to 340.00 over 0.00 seconds
Camera - Set Player 3 (Teal)'s camera Height Offset to 200.00 over 0.00 seconds
Camera - Set Player 3 (Teal)'s camera Rotation to (Facing of Sir Cener 0083 <gen>) over 0.00 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(King Danar 0084 <gen> is alive) Equal to True
Then - Actions
Camera - Set Player 4 (Purple)'s camera Distance to target to 900.00 over 0.00 seconds
Camera - Lock camera target for Player 4 (Purple) to King Danar 0084 <gen>, offset by (0.00, 0.00) using Default rotation
Camera - Set Player 4 (Purple)'s camera Angle of attack to 340.00 over 0.00 seconds
Camera - Set Player 4 (Purple)'s camera Height Offset to 200.00 over 0.00 seconds
Camera - Set Player 4 (Purple)'s camera Rotation to (Facing of King Danar 0084 <gen>) over 0.00 seconds
That's a tad more complicated to answer. I think you know how to do the movement?
Anyway, the visual trick is to use SetUnitX and SetUnitY because those doesn't interrupt any orders so you can play the walk animation with triggers. Then you just do the movement with the press key events. I am somewhat sure that using the GUI action for moving will interrupt the animation.
Third person cameras are a lot harder to do than one might first think. Especially if you are used to those from games like TES Oblivion or Xenoblades.
The main problem is preventing them clipping inside objects which is usually ugly and can even render the player blind as to what is happening. You might need all kinds of camera help meta-data for the terrain to prevent this from happening.
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