If you have the camera set to pan to your character set on a timer that would be why. Pan sets direction and angle so it overwrites your mouse movement.
What exactly causes the insane amount of lag in custom battle.net games using mouse functions?
I was in the process of making a racing game where you control your car by using the W key and rotated the vehicle by using the mouse, however when I published my project and tried to play test the game against my friend the game was extremely slow to respond to mouse commands. Is this because I used timers to pick up on the car movement or because I was using a TPS style camera and control.
After working a little more on trying to find a fix for this solution I found something that will work temporarily but is not a permanent fix to my problem as it doesn't work with faster moving objects.
For anyone else looking for a fix for this problem this is what I did.
Open the Data Editor (F7).
In the Data Type drop down box choose Cameras.
Choose the Default Camera.
I recommend changing the right hand window to table view.
Change the following values:
Target Smooth - Smooth Time Maximum: .04
Target Smooth - Smooth Time Minimum: .04
Target Smooth - Velocity Maximum: 10000
If anyone finds a better solution please post it here. Good Luck and Thanks.
I have been looking for a way to get the camera to follow my character in a true RPG fashion for the past few days. I want the camera to follow the player's character crisply behind them, where the camera doesn't lag or sway to catch up to where the camera should be. As most probably know people use the Follow Unit Group with Camera trigger and achieve this effect. I have tried making my own camera using the Pan Camera and Make Unit Face Angle however I can never get the camera to work right.
These 2 videos both show custom maps in the SC2 editor that show the camera situations I am talking about.
This Video shows what I get normally when I use the Follow Unit Group with Camera trigger. If you go to about 55 seconds in and watch from there you can see what sway effect I am talking about.
This Video shows what I would like to achieve. From the first 15 seconds you can see him turn the camera and have no awkward camera catch-up time.
@Homaeedv: Go
The best I can get to happen is when I move forward I do this kinda skip/jump forward like the camera is shaking back and forth between 2 points really rapidly.
I need help making a TPS camera without using "Follow Unit Group with Camera" or it can use it just as long as there is another way I can get my desired effect.
Using "Follow Unit Group with Camera" results in this very 'loose' wavy camera feel which I do not want. I want my camera to be fixed to my character at all times, not loosly catching up to my character as he turns.
Could someone please explain how to change the camera so it doesn't do that god awful sway effect when I move and turn my character. As in keep the camera directly behind my character.
I tried making a timer that ticks ever 0 seconds that sets the camera however for some reason that makes it so I can no longer turn the camera.
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@Nebuli2: Go
If you have the camera set to pan to your character set on a timer that would be why. Pan sets direction and angle so it overwrites your mouse movement.
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@Usernameisntworkingright: Go
Alright what if I made a game using no mouse related triggers at all, would the intense lag go away?
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Hi, I have a question and a possible request.
What exactly causes the insane amount of lag in custom battle.net games using mouse functions?
I was in the process of making a racing game where you control your car by using the W key and rotated the vehicle by using the mouse, however when I published my project and tried to play test the game against my friend the game was extremely slow to respond to mouse commands. Is this because I used timers to pick up on the car movement or because I was using a TPS style camera and control.
Is there any work around for this lag?
Thanks.
0
Okay,
After working a little more on trying to find a fix for this solution I found something that will work temporarily but is not a permanent fix to my problem as it doesn't work with faster moving objects.
For anyone else looking for a fix for this problem this is what I did.
If anyone finds a better solution please post it here. Good Luck and Thanks.
0
Hello,
I have been looking for a way to get the camera to follow my character in a true RPG fashion for the past few days. I want the camera to follow the player's character crisply behind them, where the camera doesn't lag or sway to catch up to where the camera should be. As most probably know people use the Follow Unit Group with Camera trigger and achieve this effect. I have tried making my own camera using the Pan Camera and Make Unit Face Angle however I can never get the camera to work right.
These 2 videos both show custom maps in the SC2 editor that show the camera situations I am talking about.
This Video shows what I get normally when I use the Follow Unit Group with Camera trigger. If you go to about 55 seconds in and watch from there you can see what sway effect I am talking about.
This Video shows what I would like to achieve. From the first 15 seconds you can see him turn the camera and have no awkward camera catch-up time.
0
@Homaeedv: Go The best I can get to happen is when I move forward I do this kinda skip/jump forward like the camera is shaking back and forth between 2 points really rapidly.
0
I need help making a TPS camera without using "Follow Unit Group with Camera" or it can use it just as long as there is another way I can get my desired effect.
Using "Follow Unit Group with Camera" results in this very 'loose' wavy camera feel which I do not want. I want my camera to be fixed to my character at all times, not loosly catching up to my character as he turns.
0
@Writhes: Go
Again, I do not need to be facing the same angle as the unit I need to pan to it. without reseting the yaw. please help.
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@Tekaichi: Go
Not at all what I was asking, I want to be able to turn my camera, but when I turn it I don't want that delay swaying effect to happen.
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Could someone please explain how to change the camera so it doesn't do that god awful sway effect when I move and turn my character. As in keep the camera directly behind my character.
I tried making a timer that ticks ever 0 seconds that sets the camera however for some reason that makes it so I can no longer turn the camera.
Please help me.