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The_Flood's CameraSystem V2d

By: The_Flood


---


This is a Camera System I created on a hour in GUI. It is fully MPI, and works good.

Anyway, this system allows all players to change the views with the Arrowkeys. The things avaible to change is:

- Distance from a Target.
- Rotation.
- Angle of Attack.

Those three I thought were the most important things.

Well, this system is easy to copy and paste, a lot of comments inside map, also a tutorial on how to copy and paste a Spell/Tutorial, easy.

Well, download the System, check it out, read the comments inside, and comment here!

//Flood - a.k.a. The_Flood


UPDATE (OLD):

> I've updated this system now. It now increases the cameras height due the height your unit is at.

> And a little code edit.

> And finally added a Ingame Screen Shot :)


UPDATE (Version 2a):

> I've made the system run faster and I've increased the period loop from 0.02 > 0.03 to avoid abit lagg.

> Fixed a leak (Player Group leak).

> Added a new command (-unstuck) this will unstuck your camera from a unit.

> Added a new trigger that allow you to change your cameraunit.

> Added an option that allow you to pick if you want the players to be able to stuck their camera to friends units.

> Fixed that when your camera unit dies, your camera will be automatically reseted and unstucked.

UPDATE (Version 2b):

> Fixed an issue with the rotating of the camera. Before the camera could spin heavily around and didn't stop, but it's fixed now.

> Added an function called
  • Custom script: call CameraOn(1, true)
with this function you're enabled to disable or enable a specific players camera.
You can simply edit the event to the one you want.

UPDATE (Version 2c)

> Added an option that allow you to change the maximum and minimum distance the camera can be from an unit and the maximum and minimum height your camera can have.

  • -------- Change the maximum and minimum camera options --------
  • -------- ---- --------
  • -------- This is the maximum distance the camera can be from an unit. --------
  • Set MaxDistance = 1750.00
  • -------- This is the minimum distance the camera can be from an unit. --------
  • Set MinDistance = 400.00
  • -------- This is how far up the camera can be, less number = higher. --------
  • Set MaxAngleOfAttack = 270.00
  • -------- This is how far down the camera can be, high number = lower --------
  • Set MinAngleOfAttack = 340.00
this can be found in the CameraSystem Initialization trigger.

UPDATE (Version 2d)

> The four variables MaxDistance, MinDistance, MaxAngleOfAttack and MinAngleOfAttack are now arrays to allow players to have different values.



Keywords:
Camera, System, Flood, The_Flood, Simple, Camera System, Updated, view, arrowkey, arrow, key,
Contents

The_Flood's CameraSystem Version 2d (Map)

Reviews
PurplePoot: Requires an ingame screenshot. The_Reborn_Devil: Couldn't find any leaks and it got an ingame screenshot now. Approved

Moderator

M

Moderator

PurplePoot: Requires an ingame screenshot.

The_Reborn_Devil:
Couldn't find any leaks and it got an ingame screenshot now.

Approved
 
Level 14
Joined
Jun 13, 2007
Messages
1,432
The only problem I got is that it doesn't work if you raise the height to max and then use the plateau tool the thing gets wierd
 
Level 1
Joined
Dec 24, 2007
Messages
2
I really like your system and ill use it in my map but, is there anyway you can set the CameraUnit variable to the hero a player controls, whether the player creates/loads/revives the hero, instead of a preplaced unit.

Also if the cameraunit dies then the camera just sits there...
 
I really like your system and ill use it in my map but, is there anyway you can set the CameraUnit variable to the hero a player controls, whether the player creates/loads/revives the hero, instead of a preplaced unit.

Also if the cameraunit dies then the camera just sits there...

Thanks!
I've updated this system to version 2a. Read the change log above to read about the changes.
 
Level 14
Joined
Jun 13, 2007
Messages
1,432
Also, if you move the camera to right (pressing the right arrow key) and then move your unit the camera gets bugged.
 
Level 1
Joined
Dec 24, 2007
Messages
2
i think the height problem is still there, when i use the new system on my map the height is way off... It is way above the unit
 
It's the best for me.
I tried many camera systems but when I tried to load the game (save/load) the camera was going crazy O_O.
Now,all I have to do is just to click the hero :).

Nice to hear :)

i think the height problem is still there, when i use the new system on my map the height is way off... It is way above the unit).

Uhm... I don't get it, may you attach an image, please? :) Then may it be easier for me to check the problem.
 
Level 7
Joined
Dec 8, 2008
Messages
243
Could you make it only work for the [CameraUnit] in CameraSystem Initialization? If not, no worries... and if this is already in the system, feel free to flame.
 
Level 13
Joined
Jun 9, 2009
Messages
1,135
Other question, can you set max_distance-min_distance_-max_angleofattack and min_angleofattack to be with array and array will be player number owner of triggering unit? - Because i want, when unit enter some area to low distance and angleofattack for owner of that unit. (For me please.)
 
Could you make it only work for the [CameraUnit] in CameraSystem Initialization? If not, no worries... and if this is already in the system, feel free to flame.

I don't really understand what you want... :)

Other question, can you set max_distance-min_distance_-max_angleofattack and min_angleofattack to be with array and array will be player number owner of triggering unit? - Because i want, when unit enter some area to low distance and angleofattack for owner of that unit. (For me please.)

I've updated the system to allow this, the variables are now arrays :)
 
Level 4
Joined
Jun 14, 2010
Messages
68
pretty good camera system, probably the best combo of efficiency/usability I've seen so far. only problem is when the "return to normal game camera" order has been issued, for some reason it confines the camera to the immediate area. i've been looking through the code and i know it's gotta be something simple i'm missing.
 
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