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I think that should do it, just with the selected player and unit you want. You might want to the change the event to periodic event - every 0.1 seconds so that it keeps refreshing incase something goes wrong. I'll have a look at how to lock it behind the target now, just need to test it out on WE.
I'd advise changing the 0.00 seconds to 0.1 on the event.. i forgot to when i just made this trigger but it makes it much smoother.
There ya go, that should lock the camera behind a unit. This is a basic third person camera, you can add stuff like distance to target through the "Camera -Set Camera Field"
If you need to know anything else just message me.
It has to be specific. You can't lock a player's camera to all units of a type, or all units owned by a player. Only one unit. But you should probably attach the unit to a variable.
Events
Selection - A player selects a unit
Conditions
Unit type of triggering unit is equal to Knight of the Desert
Triggering player is equal to owner of triggering unit
Actions
Set CamTarget(player number of triggering player) = triggering unit
This is just an example of how you can determine the camera's target dynamically.
Events
Every 0.01 seconds of the game
Conditions
Actions
Set TempForce = all players of user control
Pick every player in TempForce and do actions
Camera - stop the current camera for picked player
Camera - set picked player's camera rotation equal to facing angle of CamTarget(player number of picked player) over 0.5 seconds
Custom script: call DestroyForce(udg_TempForce)
Now the camera is attached to our dynamically determined unit. Furthermore, I made this trigger so that the rotation will go even more smoothly and look better. It constantly stops the camera, and then starts rotating it over 0.5 seconds. Trust me, it will look good.
I'm sorry if the functions don't match those in the editor 100%.
If you tell me more specifically what you want to make, I can help you more.
well i need a camera trigger that is locked onto the current unit owned by the player and when you move your current unit into the selection area and it selects the other unit ,which spawns in a diffrent place, for the camera to follow and be behind that unit instead of the previous.
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