Anyone have any ideas or tutorials i can follow? I can get 1 camera to function but if there are more than 1 player each player fights over the camera control. I know I need more cameras and need to assign each player their own camera but I am noob at trigs and am not sure how to do such a task. Thanks
I'd suggest getting familiar with the list of Camera functions in the Editor. Go to create a new Action and then select Camera from the left list to filter on just the Camera functions. I end up using Apply Camera Property and Pan a lot. Most of the camera controls will take a player (integer) as one of its parameters, so you can control individual player experiences that way.
If you provide more detail about what you're trying to do, perhaps I can be more specific.
It all depends on the camera style you want. Do you want "Mass Effect"style camera? Or "Diablo" style?
Diablo style is easy. I use this sort of thing for BraxoN where you can change the camera rotation and zoom with the arrow keys but it's pretty much always following Braxon.
The Mouse operated camera controls such as Mass Effect, I haven't played with them yet.
I'd suggest getting familiar with the list of Camera functions in the
Editor. Go to create a new Action and then select Camera from the left
list to filter on just the Camera functions. I end up using Apply Camera
Property and Pan a lot. Most of the camera controls will take a player
(integer) as one of its parameters, so you can control individual player
experiences that way.
If you provide more detail about what you're trying to do, perhaps I can
be more specific.
What im trying to do is have a camera follow each of about 8 players. There will be an option for some players to use an ability and it gives a top down view temporarily then changes back to the original camera angle. Im bad with triggers so if u can provide me with some assistance in setting this up id greatly appreciate it
First, make a point for each player. "Point player 1" "Point player 2" etc
Make a camera for each player. I recommend you find your angle and then create your 8 or so cameras all at once. If you change them, you should press enter on the camera and change the numerical values so that you can have all the cameras the same yaw or angle etc.
Then you need a timer called "Camera timer"
In the map initiated trigger, put your "Start Camera timer as repeating for 0.2 seconds"
Use 0.1 if you want it to be even faster response but 0.2 is nice.
Now if the units are already on the map, then you can just have the unit as the focus point but let's just say you have the units created.
So when you create your unit, you can either add last created unit to "Hero Player 1" group, and same with the other players and their hero groups repectively, or you can pick each unit from (any units in region entire map owned by player 1 matching condition)" <-- this if is done by clicking function and selecting "Unit from unit group" I think, and then going to function again and selecting "Unit's in region matching condition" You'll find it.
Ok so you have the unit picked, now you add it to the unit group "Hero Player 1"
Do the same for all the heroes of all the players so each play has a hero, each player has a hero unit group, each player has a point. And you have your timer.
Now you want to set up your point triggers.
When your Camera timer elapses, you "Move Point to location of Unit." Or to unit from unit group. Point is you move the player 1 point to player 1 hero. Either directly or by the player 1 hero unit group. So the point will be moving to the location of your unit ever 0.2 of a second.
Do this for all players.
So now you have a Hero, in a Unit group, with a point stuck to his head.
Now set up your camera triggers.
When Camera timer elapses,
Lock Camera input. You don't want the player pushing any keys and the camera moving away.
Make camera follow unit from unit group "Hero player 1" Or point. Not sure. Can't remember. Point is making the camera follow your unit some way.
Apply "Hero Camera Player 1" over 0 seconds with initial velocity I think 80% from memory and deceleration of I think 5% from memory. This gives you your angle and distance from the unit. The initial velocity is how fast it takes off from where it was before. And deceleration is how much of the end of the process you want it to slow down through. It's the smoothing part.
So
Lock camera,
Make camera follow
Apply Camera
Now you have 2 different camera positions. So you will want and Integer for each player for "Spell Camera" And you will want a camera for each player when they cast the spell. Spell means the same thing as Ability in this case.
This part becomes an If Then Else in your camera triggers. If Integer "Spell Camera Player 1" = 1, then...
Lock camera,
Make camera follow
Apply Camera "Spell Camera player 1"
Else
Lock camera,
Make camera follow
Apply Camera "Hero Camera player 1"
So then all you have to do is change the Spell integer for a specific player and the camera will change.
That's the basics. You can work out the best way you want it from that.
It's maybe a bit messy compared to other ways but this works for me. Maybe you can do away with the point and the Unit group entirely. Not sure.
That should get you started or maybe even solve it for you.
So in a recap.
Camera timer.
2 cameras for each player.
1 integer for each player.
Camera timer elapses,
If Integer "Spell Camera Player 1" = 1, then...
Lock camera,
Make camera follow
Apply Camera "Spell Camera player 1"
Else
Lock camera,
Make camera follow
Apply Camera "Hero Camera player 1"
Anyone have any ideas or tutorials i can follow? I can get 1 camera to function but if there are more than 1 player each player fights over the camera control. I know I need more cameras and need to assign each player their own camera but I am noob at trigs and am not sure how to do such a task. Thanks
@Cabalistlbb: Go
I'd suggest getting familiar with the list of Camera functions in the Editor. Go to create a new Action and then select Camera from the left list to filter on just the Camera functions. I end up using Apply Camera Property and Pan a lot. Most of the camera controls will take a player (integer) as one of its parameters, so you can control individual player experiences that way.
If you provide more detail about what you're trying to do, perhaps I can be more specific.
Ok Create a camera for each person. Name them all different as in "CAM Player 1" "CAM Player 2" etc.
You have to put in points so that each camera is located at each unit.
You need to Apply Camera "CAM Player 1" for "Player 1"
You need to Apply Camera "CAM Player 2" for "Player 2"
I believe you would have to have the mouse movements of player 1 only effect the camera for player 1.
Onetwo has some awesome tutorials for this sort of thing.
It all depends on the camera style you want. Do you want "Mass Effect"style camera? Or "Diablo" style?
Diablo style is easy. I use this sort of thing for BraxoN where you can change the camera rotation and zoom with the arrow keys but it's pretty much always following Braxon.
The Mouse operated camera controls such as Mass Effect, I haven't played with them yet.
What im trying to do is have a camera follow each of about 8 players. There will be an option for some players to use an ability and it gives a top down view temporarily then changes back to the original camera angle. Im bad with triggers so if u can provide me with some assistance in setting this up id greatly appreciate it
This is how I did mine.
I assume you want Diablo 2 style Camera.
First, make a point for each player. "Point player 1" "Point player 2" etc
Make a camera for each player. I recommend you find your angle and then create your 8 or so cameras all at once. If you change them, you should press enter on the camera and change the numerical values so that you can have all the cameras the same yaw or angle etc.
Then you need a timer called "Camera timer"
In the map initiated trigger, put your "Start Camera timer as repeating for 0.2 seconds"
Use 0.1 if you want it to be even faster response but 0.2 is nice.
Now if the units are already on the map, then you can just have the unit as the focus point but let's just say you have the units created.
So when you create your unit, you can either add last created unit to "Hero Player 1" group, and same with the other players and their hero groups repectively, or you can pick each unit from (any units in region entire map owned by player 1 matching condition)" <-- this if is done by clicking function and selecting "Unit from unit group" I think, and then going to function again and selecting "Unit's in region matching condition" You'll find it.
Ok so you have the unit picked, now you add it to the unit group "Hero Player 1"
Do the same for all the heroes of all the players so each play has a hero, each player has a hero unit group, each player has a point. And you have your timer.
Now you want to set up your point triggers.
When your Camera timer elapses, you "Move Point to location of Unit." Or to unit from unit group. Point is you move the player 1 point to player 1 hero. Either directly or by the player 1 hero unit group. So the point will be moving to the location of your unit ever 0.2 of a second.
Do this for all players.
So now you have a Hero, in a Unit group, with a point stuck to his head.
Now set up your camera triggers.
When Camera timer elapses,
Lock Camera input. You don't want the player pushing any keys and the camera moving away.
Make camera follow unit from unit group "Hero player 1" Or point. Not sure. Can't remember. Point is making the camera follow your unit some way.
Apply "Hero Camera Player 1" over 0 seconds with initial velocity I think 80% from memory and deceleration of I think 5% from memory. This gives you your angle and distance from the unit. The initial velocity is how fast it takes off from where it was before. And deceleration is how much of the end of the process you want it to slow down through. It's the smoothing part.
So
Lock camera,
Make camera follow
Apply Camera
Now you have 2 different camera positions. So you will want and Integer for each player for "Spell Camera" And you will want a camera for each player when they cast the spell. Spell means the same thing as Ability in this case.
This part becomes an If Then Else in your camera triggers. If Integer "Spell Camera Player 1" = 1, then...
Lock camera,
Make camera follow
Apply Camera "Spell Camera player 1"
Else
Lock camera,
Make camera follow
Apply Camera "Hero Camera player 1"
So then all you have to do is change the Spell integer for a specific player and the camera will change.
That's the basics. You can work out the best way you want it from that.
It's maybe a bit messy compared to other ways but this works for me. Maybe you can do away with the point and the Unit group entirely. Not sure.
That should get you started or maybe even solve it for you.
So in a recap.
Camera timer.
2 cameras for each player.
1 integer for each player.
Camera timer elapses,
If Integer "Spell Camera Player 1" = 1, then...
Lock camera,
Make camera follow
Apply Camera "Spell Camera player 1"
Else
Lock camera,
Make camera follow
Apply Camera "Hero Camera player 1"
Copy and alter this trigger for each player.