Kyle
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RE: A night left unmentioned...
MovePlayerHeadPos(float afX, float afY, float afZ, float afSpeed, float afSlowDownDist);Changes the position of the camera on the player's body.
afX - amount along the X-axis
afY - amount along the Y-axis
afZ - amount along the Z-axis
afSpeed - speed at which the change happens
afSlowDownDist - distance at which to start slowing down (prevents the head from abruptly stopping)
It should do a nice, smooth movement.
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07-29-2011, 02:31 AM |
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Your Computer
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RE: A night left unmentioned...
(07-29-2011, 02:23 AM)teddifisk Wrote: EDIT: How did you do the cool camera flying thingy??? o.O
That was kinda orgasmic It's as Kyle says. And to make the camera rotate around an object you would use StartPlayerLookAt() on the object, passing an empty string to the callback parameter, in combination with MovePlayerHeadPos(). Careful, though, 'cause this combination may cause the camera to go out of control (i.e. infinitely spiral around the object at ever increasing speeds).
(This post was last modified: 07-29-2011, 04:02 AM by Your Computer.)
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07-29-2011, 04:01 AM |
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Ghostflame
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RE: A night left unmentioned...
(07-29-2011, 04:01 AM)Your Computer Wrote: Careful, though, 'cause this combination may cause the camera to go out of control (i.e. infinitely spiral around the object at ever increasing speeds).
Well that sounds fun...
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07-29-2011, 04:20 AM |
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Your Computer
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RE: A night left unmentioned...
(07-29-2011, 04:20 AM)Ghostflame Wrote: Well that sounds fun... Believe it or not, i was the first to say, "Weeeee!" at that moment of testing.
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07-29-2011, 04:32 AM |
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Ghostflame
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RE: A night left unmentioned...
(07-29-2011, 04:32 AM)Your Computer Wrote: Believe it or not, i was the first to say, "Weeeee!" at that moment of testing.
Badassness.
(This post was last modified: 07-29-2011, 05:44 AM by Ghostflame.)
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07-29-2011, 05:43 AM |
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Your Computer
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07-30-2011, 07:51 PM |
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Ghostflame
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07-31-2011, 12:30 AM |
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Tenno
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07-31-2011, 03:04 AM |
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Your Computer
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RE: A night left unmentioned...
(07-31-2011, 03:04 AM)Tenno Wrote: Those screens are great, more custom stories need to include outdoor areas, it does get a bit tiring walking through empty castle halls and dark dungeons. Oh, you'll definitely be doing a bit of traveling outdoors from time to time (though your actions may force you to stay inside ).
Note, i will attempt to make all doors those that can be swung opened (and therefore can be smashed opened by monsters), unless a loading screen is necessary (perhaps due to map limitations).
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07-31-2011, 03:15 AM |
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Ghostflame
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RE: A night left unmentioned...
(07-31-2011, 03:15 AM)Your Computer Wrote: Note, i will attempt to make all doors those that can be swung opened (and therefore can be smashed opened by monsters), unless a loading screen is necessary (perhaps due to map limitations).
Great thinking sir, you deserve a medal. It's kind of a killer of the atmosphere, running away from a monster, and going through some door, and he says 'Oh...' and then goes home. If they could bust down every door, that would be much more lifelike and therefore result in a scarier and realistic story. If I'm not mistaken, that is your goal?
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07-31-2011, 05:00 AM |
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