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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...
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
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?
Player Group HeroCam

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


Player Group - Pick every player in (All players) and do (Actions)



Loop - Actions




Camera - Apply HeroCam <gen> for (Picked player) over 0.00 seconds




Camera - Lock camera target for (Picked player) to Your_Hero[(Player number of (Picked player))], offset by (0.00, 0.00) using Default rotation




Camera - Set (Picked player)'s camera Rotation to (Facing of (Random unit from (Units owned by (Picked player)))) over 0.00 seconds
