I was making a set of triggers to simulate the slow, lumbering movement of a battleship turret. In the course of making these triggers, I realized that these could be used as a general Low-memory/low-quality fps engine. Give it a shot and tell me what you think could be improved without fundamentally changing the system I put in place.
When you test the map, move the Marine to the turret to enable fps mode. Type -leave to leave FPS mode. You can change the Events that enable/disable FPS mode to whatever you want. Use the -help, -help2, -help3, -help4 chat command to get more info while in-game. Feel free to use this (I can see many uses for it).
It appears that by creating a spherical array of cameras in increments of 30 degrees (a total of 144 different view perspectives) that you can create a 3-D cinematic crash simulation, like an airplane whirling, twirling. flipping and rotating wildly in a fiery decent to the ground. I'm going to upload this within the next day or so.
There's also a limited version of this using only 84 of the 144 cameras, where 60 cameras with "upside-down" perspectives are rejected. This limited version allows for full turret control and viewing, like in the previous version, except the controls are more intuitive than "changing camera sets."
I don't really see a need for increasing the spherical camera density, as a the field of view already covers all 360 square degrees. It would be better to change the acceleration and time between switching camera perspectives.
I have completed the Spherical Camera Rotation Array, I will upload the map (map template) in a three to six hours. I need to make some documentation (and a 144 camera perspective flow chart!) so others can understand how it works. Thankfully it's really easy to use in-game!
In fact it always seems that the more easy/intuitive you make something for humans, the more difficult it becomes to program behind the scenes.
@EdwardSolomon: Go
In fact it always seems that the more easy/intuitive you make something for humans, the more difficult it becomes to program behind the scenes.
Welcome to programming :P
Sure we can make things simple for people but with a fuck ton of overhead for us!
I'll check this out when I get home, but it seems pretty cool.
Ok I've taken my own template and made it so that one person flies a Viking in FPS mode (I scripted a computer to drive it for now), while a second person uses my turret system to look at and shoot things, while the second person's camera moves with the viking. It's pretty cool. Can't wait to upload this new one after Thanksgiving.
A more detailed explanation:
The second player in the turret position can rotate their camera wherever they wish, while experiencing the moving/height changes of the Viking. This accomplished by panning the camera on the Viking and setting the height to the current height of the Viking every 0.01 seconds.
I bet your asking, but how do you rotate your own camera without setting your view to those 144 default cameras?
Easy, Apply Camera Object WITHOUT target.
Thus the Numpad controls will set your Pitch and Yaw to the corresponding Spherical Coordinate, but will not pan to its in-game target. So the Target of your camera keeps moving by Panning to Viking (instantly) and setting height to Viking (instantly), but the actual rotation about the Viking remains under your control.
I have now upgraded the engine for 12 separate players. This allows you to choose which players will enter/leave turret mode.
For example I changed my Viking map so now that players 1,3,5,7,9 and 11 are flying a separate viking in normal FPS mode, and players 2,4,6,8,10 and 12 are the shooters for each of those vikings in Turret Mode.
Would it be fair to say I invented my own game-mode? Remember that you still have your cursor to use in Turret mode, unlike in FPS mode. Being able to target with your cursor eliminates the need for tracelines and allows you to attack air targets, however it comes with the disadvantage that you remove a player's "Aiming Skill" for ground targets. However we're assuming that the Viking is equipped with "smart systems" such that it allows fires at its targets without missing (unless there is a miss chance).
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
EDIT: See Post 5 for the latest version.
I was making a set of triggers to simulate the slow, lumbering movement of a battleship turret. In the course of making these triggers, I realized that these could be used as a general Low-memory/low-quality fps engine. Give it a shot and tell me what you think could be improved without fundamentally changing the system I put in place.
When you test the map, move the Marine to the turret to enable fps mode. Type -leave to leave FPS mode. You can change the Events that enable/disable FPS mode to whatever you want. Use the -help, -help2, -help3, -help4 chat command to get more info while in-game. Feel free to use this (I can see many uses for it).
@EdwardSolomon: Go
It appears that by creating a spherical array of cameras in increments of 30 degrees (a total of 144 different view perspectives) that you can create a 3-D cinematic crash simulation, like an airplane whirling, twirling. flipping and rotating wildly in a fiery decent to the ground. I'm going to upload this within the next day or so.
There's also a limited version of this using only 84 of the 144 cameras, where 60 cameras with "upside-down" perspectives are rejected. This limited version allows for full turret control and viewing, like in the previous version, except the controls are more intuitive than "changing camera sets."
I don't really see a need for increasing the spherical camera density, as a the field of view already covers all 360 square degrees. It would be better to change the acceleration and time between switching camera perspectives.
@EdwardSolomon: Go
I have completed the Spherical Camera Rotation Array, I will upload the map (map template) in a three to six hours. I need to make some documentation (and a 144 camera perspective flow chart!) so others can understand how it works. Thankfully it's really easy to use in-game!
In fact it always seems that the more easy/intuitive you make something for humans, the more difficult it becomes to program behind the scenes.
Welcome to programming :P
Sure we can make things simple for people but with a fuck ton of overhead for us!
I'll check this out when I get home, but it seems pretty cool.
I am uploading the completed version now. Bug free :)
Ok I've taken my own template and made it so that one person flies a Viking in FPS mode (I scripted a computer to drive it for now), while a second person uses my turret system to look at and shoot things, while the second person's camera moves with the viking. It's pretty cool. Can't wait to upload this new one after Thanksgiving.
A more detailed explanation:
The second player in the turret position can rotate their camera wherever they wish, while experiencing the moving/height changes of the Viking. This accomplished by panning the camera on the Viking and setting the height to the current height of the Viking every 0.01 seconds.
I bet your asking, but how do you rotate your own camera without setting your view to those 144 default cameras?
Easy, Apply Camera Object WITHOUT target.
Thus the Numpad controls will set your Pitch and Yaw to the corresponding Spherical Coordinate, but will not pan to its in-game target. So the Target of your camera keeps moving by Panning to Viking (instantly) and setting height to Viking (instantly), but the actual rotation about the Viking remains under your control.
:)
:)
:)
@EdwardSolomon: Go
I have now upgraded the engine for 12 separate players. This allows you to choose which players will enter/leave turret mode.
For example I changed my Viking map so now that players 1,3,5,7,9 and 11 are flying a separate viking in normal FPS mode, and players 2,4,6,8,10 and 12 are the shooters for each of those vikings in Turret Mode.
Would it be fair to say I invented my own game-mode? Remember that you still have your cursor to use in Turret mode, unlike in FPS mode. Being able to target with your cursor eliminates the need for tracelines and allows you to attack air targets, however it comes with the disadvantage that you remove a player's "Aiming Skill" for ground targets. However we're assuming that the Viking is equipped with "smart systems" such that it allows fires at its targets without missing (unless there is a miss chance).