Hello, I am simulating a battleship turret that rotates at a fixed speed (after pressing a button). I cannot engage "Turn Mouse Rotation On" nor can I engage "Lock Camera Mouse Relative Mode" for this particular trigger, because it grants too much freedom over the camera.
Let em explain how the trigger works (or is supposed to work).
A unit enters a region on the battleship (near an 18-inch turret) and his camera becomes the turret Camera, with the camera input locked for him. This means he cannot move the camera at all, he is simply in a FPS view of the turret facing towards the bow of the ship looking directly at the Horizon.
Now he has two alternate methods of rotating his camera. As the mouse is not locked, he can move his cursor. If he selects a unit in his field of view, the turret will slowly align with that target. This is also how he attacks/interacts with a target, I consider it a side-grade to an FPS engine, at least for my purposes. Great, fantastic, this trigger works fine.
However there comes an issue when there is a unit he needs to target, but the unit is not in his field of view. So I THOUGHT I could fix this easily by giving the player 4 Key commands. W would increase the pitch of his camera by 30 degrees (over time), S would decrease the pitch of his camera by 30 degrees, A would increase the Yaw of his Camera by 30 degrees and D would decrease the Yaw of his Camera by 30 degrees.
Well damn, there are currently no options of setting a Current Player's Camera Yaw and Pitch! I tried using Dummy Camera Objects, except I also have no way of setting their Yaw or Pitch, only roll and rotation which doesn't seem to do anything!
Well damn, there are currently no options of setting a Current Player's Camera Yaw and Pitch! I tried using Dummy Camera Objects, except I also have no way of setting their Yaw or Pitch, only roll and rotation which doesn't seem to do anything!
There most certainly is. I can't remember the exact function but it is definitely there. "Apply Camera Property" I think, I don't know, I don't work with triggers much.
There most certainly is. I can't remember the exact function but it is definitely there. "Apply Camera Property" I think, I don't know, I don't work with triggers much.
Apply Camera Object Property does not have Yaw and Pitch options, only Roll and Rotation, which I stated above.
EDIT:
While we're here we may as well address other camera-trigger options that seem to be missing. Many of these missing options can be circumvented through ingenuity. Let me present one of these.
The action "Make Camera Look at and Follow "Unit" does not have a complementary action "Make Camera Look at and Follow "Unit" over "X" seconds with "Y" acceleration. To make matters worse, you cannot even tell the trigger WHICH CAMERA you want to do this with. If you could tell the trigger which camera to do it with, you could quickly circumvent the issue with dummy cameras,
The way around this problem (using my targeting system), create a dummy unit at previous target that moves towards the current target and have the camera follow that dummy unit. You can adjust the speed of the dummy unit according to the distances the previous and current target were apart from each other and the angle from you to the previous target and you to the current turret.
What you could do it set the mouse speed to the way you want and have the turret aim with the mouse. It would still simulate a turret i think.
I cannot use an FPS engine because it's too memory intensive for the other million triggers that need to be running this map. Thus I came out with a low memory alternative and balanced the game around that.
its fine. I've tested it with multiplayer with 4 players and 100+ zerg units on your screen, hell even made a map with it and got it to rank 1 on the list. it runs smooth, you just need to know how to change fog and farclips to make the CPU run smooth. Since you dont have a movement system, It should run even smoother. Thhe FPS engine is not memory intensive at all, its just a line that loops over a certain distance, if a target is within its increments of the loop it will target that as the target unit. You can always change the distance it loops and the increments of its search so it will spend less time searching, therefore reducing lag between shots.
Ok I made an efficient low memory FPS Missile Turret on a dummy map. Tell me what you think.
EDIT:
When you test the map you need to send a Marine to the turret to activate the FPS mode. Type -leave to leave the FPS mode. You can always reactivate the FPS by moving the marine away and back to the turret.
Hello, I am simulating a battleship turret that rotates at a fixed speed (after pressing a button). I cannot engage "Turn Mouse Rotation On" nor can I engage "Lock Camera Mouse Relative Mode" for this particular trigger, because it grants too much freedom over the camera.
Let em explain how the trigger works (or is supposed to work).
A unit enters a region on the battleship (near an 18-inch turret) and his camera becomes the turret Camera, with the camera input locked for him. This means he cannot move the camera at all, he is simply in a FPS view of the turret facing towards the bow of the ship looking directly at the Horizon.
Now he has two alternate methods of rotating his camera. As the mouse is not locked, he can move his cursor. If he selects a unit in his field of view, the turret will slowly align with that target. This is also how he attacks/interacts with a target, I consider it a side-grade to an FPS engine, at least for my purposes. Great, fantastic, this trigger works fine.
However there comes an issue when there is a unit he needs to target, but the unit is not in his field of view. So I THOUGHT I could fix this easily by giving the player 4 Key commands. W would increase the pitch of his camera by 30 degrees (over time), S would decrease the pitch of his camera by 30 degrees, A would increase the Yaw of his Camera by 30 degrees and D would decrease the Yaw of his Camera by 30 degrees.
Well damn, there are currently no options of setting a Current Player's Camera Yaw and Pitch! I tried using Dummy Camera Objects, except I also have no way of setting their Yaw or Pitch, only roll and rotation which doesn't seem to do anything!
Any ideas?
There most certainly is. I can't remember the exact function but it is definitely there. "Apply Camera Property" I think, I don't know, I don't work with triggers much.
Apply Camera Object Property does not have Yaw and Pitch options, only Roll and Rotation, which I stated above.
EDIT: While we're here we may as well address other camera-trigger options that seem to be missing. Many of these missing options can be circumvented through ingenuity. Let me present one of these.
The action "Make Camera Look at and Follow "Unit" does not have a complementary action "Make Camera Look at and Follow "Unit" over "X" seconds with "Y" acceleration. To make matters worse, you cannot even tell the trigger WHICH CAMERA you want to do this with. If you could tell the trigger which camera to do it with, you could quickly circumvent the issue with dummy cameras,
The way around this problem (using my targeting system), create a dummy unit at previous target that moves towards the current target and have the camera follow that dummy unit. You can adjust the speed of the dummy unit according to the distances the previous and current target were apart from each other and the angle from you to the previous target and you to the current turret.
Also the Rotation thing is bugged and does not work the way you want. At least until now. I do hope they know the bug exists though
What you could do it set the mouse speed to the way you want and have the turret aim with the mouse. It would still simulate a turret i think.
I cannot use an FPS engine because it's too memory intensive for the other million triggers that need to be running this map. Thus I came out with a low memory alternative and balanced the game around that.
its fine. I've tested it with multiplayer with 4 players and 100+ zerg units on your screen, hell even made a map with it and got it to rank 1 on the list. it runs smooth, you just need to know how to change fog and farclips to make the CPU run smooth. Since you dont have a movement system, It should run even smoother. Thhe FPS engine is not memory intensive at all, its just a line that loops over a certain distance, if a target is within its increments of the loop it will target that as the target unit. You can always change the distance it loops and the increments of its search so it will spend less time searching, therefore reducing lag between shots.
@gamfvr: Go
Actually, I just came up with a beautiful method of circumventing the missing function. Stay tuned!
@EdwardSolomon: Go
Ok I made an efficient low memory FPS Missile Turret on a dummy map. Tell me what you think.
EDIT:
When you test the map you need to send a Marine to the turret to activate the FPS mode. Type -leave to leave the FPS mode. You can always reactivate the FPS by moving the marine away and back to the turret.