This site works best with JavaScript enabled. Please enable JavaScript to get the best experience from this site.
I've got a camera system working where the camera follows behind a unit a fair distance and as the unit rotates so does the camera. But it doesn't rotate very accurately, or sometimes it doesn't rotate at all.
This is what my trigger system looks like:
"Camera_Initialization" Events: + Game - Map initialization Local Variables: Conditions: Actions: + Camera - Lock camera input for Player 1 + Camera - Follow for player 1 (unit group(Ghost [76.87, 138.86])) with the camera and Clear Current Target "Camera_AngleSet" Events: + Unit - Ghost [76.87, 138.86] Stops Being idle Local Variables: Conditions: Actions: + Camera - Set 'Player 1 View' Rotation to (Facing of Ghost [76.87, 138.86]) + Camera - Set 'Player 1 View' target to (Position of Ghost [76.87, 138.86]) + Camera - Apply 'Player 1 View' for player 1 over 1.0 seconds with Existing Velocity%
initial velocity 10% deceleration and Don't Include Target
What am I doing wrong here?
and if anyone wants to suggest a more efficient Event to trigger the "Camera_AngleSet" I'm all ears (or should I say eyes).
EDIT: Sorry for the large spacing, if I don't double space it bunches together and becomes a mess.
I've got a camera system working where the camera follows behind a unit a fair distance and as the unit rotates so does the camera. But it doesn't rotate very accurately, or sometimes it doesn't rotate at all.
This is what my trigger system looks like:
initial velocity 10% deceleration and Don't Include Target
What am I doing wrong here?
and if anyone wants to suggest a more efficient Event to trigger the "Camera_AngleSet" I'm all ears (or should I say eyes).
EDIT: Sorry for the large spacing, if I don't double space it bunches together and becomes a mess.