- Joined
- Jul 30, 2005
- Messages
- 66
When I test the map, in the update event, it follows around the proper rotation, but still locks onto player one's camera. This is the map initialization, and this is probably what would cause it to lock incorrectly. Any help is greatly appreciated.
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Camera
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Events
- Map initialization
- Conditions
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Actions
- Set WeaponSweepSound[1] = SwordSweep <gen>
- Environment - Set sky to Lordaeron Summer Sky
- Sound - Disable dawn and dusk sounds
- Game - Disable selection and deselection functionality (Disable selection circles)
- Game - Disable drag-selection functionality (Disable drag-selection box)
- Game - Disable pre-selection functionality (Disable pre-selection circles, life bars, and object info)
- Set TPlayerGroup = (All players)
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Player Group - Pick every player in TPlayerGroup and do (Actions)
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Loop - Actions
- Set TUnitGroup = (Units owned by (Picked player) of type )
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Unit Group - Pick every unit in TUnitGroup and do (Actions)
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Loop - Actions
- Set UnitController[(Player number of (Picked player))] = (Picked unit)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TUnitGroup)
- Set TUnitGroup = (Units owned by (Picked player) of type Footman)
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Unit Group - Pick every unit in TUnitGroup and do (Actions)
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Loop - Actions
- Set UnitPlayer[(Player number of (Picked player))] = (Picked unit)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TUnitGroup)
- Set TUnitGroup = (Units owned by (Picked player) of type Select Head)
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Unit Group - Pick every unit in TUnitGroup and do (Actions)
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Loop - Actions
- Set UnitHeadCreate[(Player number of (Picked player))] = (Picked unit)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TUnitGroup)
- Camera - Lock camera target for (Picked player) to UnitPlayer[(Player number of (Picked player))], offset by (0.00, 0.00) using The unit's rotation
- Selection - Select UnitHeadCreate[(Player number of (Picked player))] for (Picked player)
- Unit - Pause UnitController[(Player number of (Picked player))]
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Loop - Actions
- Custom script: call DestroyForce(udg_TPlayerGroup)
- Visibility - Disable fog of war
- Visibility - Disable black mask
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Events
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View
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Events
- Time - Every 0.25 seconds of game time
- Conditions
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Actions
- -------- Camera --------
- Set TPlayerGroup = (All players controlled by a User player)
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Player Group - Pick every player in TPlayerGroup and do (Actions)
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Loop - Actions
- Camera - Set (Picked player)'s camera Rotation to (Facing of UnitPlayer[(Player number of (Picked player))]) over 0.50 seconds
- Camera - Set (Picked player)'s camera Angle of attack to 335.00 over 0.50 seconds
- Camera - Set (Picked player)'s camera Field of view to 100.00 over 0.50 seconds
- Camera - Set (Picked player)'s camera Distance to target to 600.00 over 0.50 seconds
- Set TLoc = (Position of UnitPlayer[(Player number of (Picked player))])
- Camera - Set (Picked player)'s camera Height Offset to (((Real((Terrain cliff level at TLoc))) x 192.00) - ((((Source Z of current camera view) - (Target Z of current camera view)) x 1.00) - 64.00)) over 0.50 seconds
- Camera - Pan camera for (Picked player) to TLoc over 0.50 seconds
- Custom script: call RemoveLocation(udg_TLoc)
- -------- Walk Forward --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ButtonForward[(Player number of (Picked player))] Equal to True
- (UnitController[(Player number of (Triggering player))] is paused) Equal to False
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Then - Actions
- Set TLoc1 = (Position of UnitPlayer[(Player number of (Picked player))])
- Set TLoc = (TLoc1 offset by (0.50 x (Current movement speed of UnitPlayer[(Player number of (Picked player))])) towards (Facing of UnitPlayer[(Player number of (Picked player))]) degrees)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Terrain pathing at TLoc of type Walkability is off) Equal to False
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Then - Actions
- Unit - Order UnitPlayer[(Player number of (Triggering player))] to Move To TLoc
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation(udg_TLoc)
- Custom script: call RemoveLocation(udg_TLoc1)
- Else - Actions
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If - Conditions
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Loop - Actions
- Custom script: call DestroyForce(udg_TPlayerGroup)
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Events
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