Hello,
I've been trying for nearly 8 or 9 days trying to create a perfectly smooth FPS camera. Does anyone know how to adjust the "Follow Unit Group (Convert Unit to Unit Group)" function to achieve this desired result? If so, please provide me with the details on how I can start a new map and immediately apply such a perfectly smooth camera.
Well, what do you want? Do you just want the camera to follow a unit perfectly smoothly? If so, you could do something like this
Event -
Map Initialization
Actions -
General - Repeat (Actions) forever
Actions -
Timer - Start (New timer) as a One Shot timer that will expire in 0.02 seconds
General - Wait for (Last started camera) to have 0.00 seconds remaining
Camera - Pan the camera for player 1 to (Position of Unit) over 0.2 seconds with Existing Velocity% initial velocity, 2% deceleration, and Do
Not use smart panning
Timer - Restart (Last started timer)
This works decently, however as I have discovered, you cannot use a first person style camera with this, because it seems to automatically lock camera input.
use an invisible unit, make the camera follow the invisible unit, in your movement trigger move the invisible unit(instantly) to X amount of units in the direction you want your character to move. Since the invisible unit is moving faster than your unit, the "lagging" is counteracted.
EDIT: i would recommend using some equation based on the movement speed of the unit for how far you would move the invisible unit, so it can adapt to any unit.
That wouldn't be such a good idea. The camera would move if I moved my mouse to the edge of the screen, or used the arrow keys (I'm using arrow key movement), so I won't use that method.
You can fudge it, my fps camera system simply tries to make it as smooth as possible over 0 seconds. You really have no other option. I mean yes you can spawn a unit in front and then use "follow unit group" to do it, but if you look closely you run into all kinds of issues with pathing, terrain, and the fact that the "ignore terrain height" flag in the units tab does not work anymore >.<
EDIT: and if its an fps camera, the mouse isn't visible
EDIT2: to the response above you don't use the invisible unit for things like terrain height just your character, if you remove pathing from your invis unit then it wont be a problem.
The only problem that I'm having is that the Default camera accelerates and decelerates at the START and END of camera panning action. This is even with the acceleration values all set to zero. This is what needs to be fixed.
Some progress has been made by setting Pitch and Angle of attack to 90, 00 then to 00, 90 then using the Control + F key to have camera follow a unit. However this method still suffers from some HIDDEN acceleration and deceleration value.
Sorry, this was pissing me off the entire thread, in a FPS you cant see your unit only your gun. What your talking about is TPS, like resident evil where you see your character shooting
Then you read the thread wrong. I only want the overlay/gun/turret interface to be seen and I need the player VISIBLE to OTHER players. If there was an option to make units invisible to INDIVIDUAL PLAYERS I wouldn't give a damn, but there isn't. I need something that can allow the camera to follow a point just in front of the unit perfectly, without acceleration or deceleration or being subject to the 16 fps limitation (0.625 seconds).
To make the Camera Follow Unit Group action smooth, do this: Go into the Data editor, go to the category "Cameras" go to Default Camera go to the field "Target Smooth +"
Set Displacement Minimum to 0.001
Set Smooth Time Maximum to 0.05
Set Smooth Time Minimum to 0.05
Set Velocity Maximum to 50000.0
If you don't see any difference, that means your map is using a different camera (this camera is different than the ones you make in the terrain editor btw, this one is directly linked to your terrain set) this method works perfectly for my fps map.
Then you read the thread wrong. I only want the overlay/gun/turret interface to be seen and I need the player VISIBLE to OTHER players. If there was an option to make units invisible to INDIVIDUAL PLAYERS I wouldn't give a damn, but there isn't. I need something that can allow the camera to follow a point just in front of the unit perfectly, without acceleration or deceleration or being subject to the 16 fps limitation (0.625 seconds).
Hello, I've been trying for nearly 8 or 9 days trying to create a perfectly smooth FPS camera. Does anyone know how to adjust the "Follow Unit Group (Convert Unit to Unit Group)" function to achieve this desired result? If so, please provide me with the details on how I can start a new map and immediately apply such a perfectly smooth camera.
Well, what do you want? Do you just want the camera to follow a unit perfectly smoothly? If so, you could do something like this
Event -
Map Initialization
Actions -
General - Repeat (Actions) forever
Actions -
Timer - Start (New timer) as a One Shot timer that will expire in 0.02 seconds
General - Wait for (Last started camera) to have 0.00 seconds remaining
Camera - Pan the camera for player 1 to (Position of Unit) over 0.2 seconds with Existing Velocity% initial velocity, 2% deceleration, and Do Not use smart panning
Timer - Restart (Last started timer)
This works decently, however as I have discovered, you cannot use a first person style camera with this, because it seems to automatically lock camera input.
@Nebuli2: Go
I'll give this a shot and try to fix the camera input problem as well (if it arises). Thank you!
If you figure out a way, could you post it here? I'd love to be able to look around with the mouse in my game while moving :)
Just a advice..dont use "Repeat Forever" for what i have read out there..that action its kinda evil...
@Nebuli2: Go
use an invisible unit, make the camera follow the invisible unit, in your movement trigger move the invisible unit(instantly) to X amount of units in the direction you want your character to move. Since the invisible unit is moving faster than your unit, the "lagging" is counteracted.
EDIT: i would recommend using some equation based on the movement speed of the unit for how far you would move the invisible unit, so it can adapt to any unit.
@Usernameisntworkingright: Go
That wouldn't be such a good idea. The camera would move if I moved my mouse to the edge of the screen, or used the arrow keys (I'm using arrow key movement), so I won't use that method.
@Nebuli2: Go
You can fudge it, my fps camera system simply tries to make it as smooth as possible over 0 seconds. You really have no other option. I mean yes you can spawn a unit in front and then use "follow unit group" to do it, but if you look closely you run into all kinds of issues with pathing, terrain, and the fact that the "ignore terrain height" flag in the units tab does not work anymore >.<
@Nebuli2: Go
Action- lock camera input
EDIT: and if its an fps camera, the mouse isn't visible
EDIT2: to the response above you don't use the invisible unit for things like terrain height just your character, if you remove pathing from your invis unit then it wont be a problem.
@Usernameisntworkingright: Go
The only problem that I'm having is that the Default camera accelerates and decelerates at the START and END of camera panning action. This is even with the acceleration values all set to zero. This is what needs to be fixed.
Some progress has been made by setting Pitch and Angle of attack to 90, 00 then to 00, 90 then using the Control + F key to have camera follow a unit. However this method still suffers from some HIDDEN acceleration and deceleration value.
@EdwardSolomon: Go
Sorry, this was pissing me off the entire thread, in a FPS you cant see your unit only your gun. What your talking about is TPS, like resident evil where you see your character shooting
@illidans911: Go
Then you read the thread wrong. I only want the overlay/gun/turret interface to be seen and I need the player VISIBLE to OTHER players. If there was an option to make units invisible to INDIVIDUAL PLAYERS I wouldn't give a damn, but there isn't. I need something that can allow the camera to follow a point just in front of the unit perfectly, without acceleration or deceleration or being subject to the 16 fps limitation (0.625 seconds).
To make the Camera Follow Unit Group action smooth, do this: Go into the Data editor, go to the category "Cameras" go to Default Camera go to the field "Target Smooth +"
If you don't see any difference, that means your map is using a different camera (this camera is different than the ones you make in the terrain editor btw, this one is directly linked to your terrain set) this method works perfectly for my fps map.
Also if you want to make a unit only visible to certain players, see this thread: http://forums.sc2mapster.com/resources/tutorials/19371-tutorial-trigger-data-show-hide-destroy-any-given-actor/#posts (its not as confusing as it looks, its just one action and an actor you stick into the data editor)
http://forums.sc2mapster.com/resources/tutorials/19371-tutorial-trigger-data-show-hide-destroy-any-given-actor/
It works perfectly...hides a unit for a player group.
Ahh, the person above me already posted it...whoops :S.