That is impossible...Is their a trigger to where it changes the players vision to come out as if from a certain units eyes? If so what is it?
That is impossible...
Firstly units have no eyes, they have mesh and meterial to look like eyes but mechanically they are no different than any other surface and mesh on the model. Secondly how can a monocular camera like that which WC3 uses by default support binocular vision like that of most units in the game "appear" to have...
You clearly did not think this through very well...
This is just what I used and doesn't mean it will work. This does not need any variables and will not be like a First Person Shooter camera, this is a 3rd person camera
- Player 1 HeroCam
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- Actions
- Camera - Apply HeroCam <gen> for Player 1 (Red) over 0.00 seconds
- Camera - Lock camera target for Player 1 (Red) to SaveLoadPlayerHeroSingle[(Player number of (Triggering player))], offset by (0.00, 0.00) using Default rotation
- Camera - Set Player 1 (Red)'s camera Rotation to (Facing of (Random unit from (Units owned by Player 1 (Red)))) over 0.00 seconds
does it work perfectly? because i can't find which player is referenced by the "Triggering Player".
or does it automatically references to the Player 1?