No there's not. I want to set a real variable to the value of a certain Camera Property, so my action is set variable. Then in the value, I pick the function Camera Object Property (in the Camera functions, there are only 3 possibilities: Camera Object Property, Current Camera Yaw/Pitch of Player).
When picked, I have to set 2 parameters: which camera and which property. There is no problem for the property, but for the camera... I can't choose any preset value, because there isn't any. The only thing I can choose is one of the 3 functions available: Default Game Camera, Copy of Camera or Value from Data Table. Maybe the answer to my question is in that last function, but I don't know what it is nor how it works.
Hi. I'm having some troubles getting the value of the current camera height offset of a player. With triggers, I can use the Camera Objet Property, but then my only choice is to pick the Default Game Camera, and this doesn't return anything good. Do someone know how to get the real value of the height offset of any player?
Thanks. I don't exactly know how to handle the data editor, so I for now I can't manage to do everything I want.
I managed to fix the distance and height offset, but still, when I scroll, the pitch changes and I see no data concerning the pitch change...
Hi. Every Third Person Camera system I saw or tried has the same problem: when I roll the mouse middle button, it zooms in or out and goes back to normal camera. The best way I found to fix the camera is to apply camera distance and height every 0.0x seconds of game. But I was wondering if there was a simple way to simply turn off the camera zoom on scrolling?
Hi. I would like to use in my function the pitch of a camera, but not that of the player's camera. I'll explain:
The player's camera is above the unit, it is targeting a point somewhere ahead of the unit. Now, when the unit shoots, it doesnt shoot from the top of its head (actual player's camera) but from its gun. So I would like to create a camera targeting the same point, but from a lower position (that of the gun).
However, can't manage to do that... Does someone have an idea?
Hi. I followed this tutorial to implement a TPS system in my map. I made an Attack trigger, on left click, it makes the unit face the yaw angle, then calls the traceline function, plays the attack animation and the attack sound, and finaly create actor model for Marine Attack Launch at Current Target Point.
However, the actor model never appears... It does when I make it appear at Mouse position X,Y, but not when I make it appear at Current Target Point. What is the matter, is my Current Target Point empty, and why?
Thanks for help.
Yeah but that changes the model to Ghost model. What I want is a Spectre model, playing an animation that is in the Ghost animation list. I don't know if that's possible, if all the animations are linked to a specific model, it is likely that it can't work. In that case, maybe it is possible to export the Ghost animations, and re-import them and apply them to the Spectre ? But I don't event know if we can export/import animation and add animations to units...
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No there's not. I want to set a real variable to the value of a certain Camera Property, so my action is set variable. Then in the value, I pick the function Camera Object Property (in the Camera functions, there are only 3 possibilities: Camera Object Property, Current Camera Yaw/Pitch of Player). When picked, I have to set 2 parameters: which camera and which property. There is no problem for the property, but for the camera... I can't choose any preset value, because there isn't any. The only thing I can choose is one of the 3 functions available: Default Game Camera, Copy of Camera or Value from Data Table. Maybe the answer to my question is in that last function, but I don't know what it is nor how it works.
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Hi. I'm having some troubles getting the value of the current camera height offset of a player. With triggers, I can use the Camera Objet Property, but then my only choice is to pick the Default Game Camera, and this doesn't return anything good. Do someone know how to get the real value of the height offset of any player?
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@Tomura: Go
Thanks. I don't exactly know how to handle the data editor, so I for now I can't manage to do everything I want. I managed to fix the distance and height offset, but still, when I scroll, the pitch changes and I see no data concerning the pitch change...
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Hi. Every Third Person Camera system I saw or tried has the same problem: when I roll the mouse middle button, it zooms in or out and goes back to normal camera. The best way I found to fix the camera is to apply camera distance and height every 0.0x seconds of game. But I was wondering if there was a simple way to simply turn off the camera zoom on scrolling?
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Bump
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Hi. I would like to use in my function the pitch of a camera, but not that of the player's camera. I'll explain: The player's camera is above the unit, it is targeting a point somewhere ahead of the unit. Now, when the unit shoots, it doesnt shoot from the top of its head (actual player's camera) but from its gun. So I would like to create a camera targeting the same point, but from a lower position (that of the gun). However, can't manage to do that... Does someone have an idea?
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Try launching the editor when your computer isn't connected to internet: you'll get a message asking you to log before using the editor.
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Hi. I followed this tutorial to implement a TPS system in my map. I made an Attack trigger, on left click, it makes the unit face the yaw angle, then calls the traceline function, plays the attack animation and the attack sound, and finaly create actor model for Marine Attack Launch at Current Target Point. However, the actor model never appears... It does when I make it appear at Mouse position X,Y, but not when I make it appear at Current Target Point. What is the matter, is my Current Target Point empty, and why? Thanks for help.
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@Molsterr: Go
Ok, that's what I feared. And how can I export it, make the Spectre do the Ghost animation, and import it?
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@Molsterr: Go
Yeah but that changes the model to Ghost model. What I want is a Spectre model, playing an animation that is in the Ghost animation list. I don't know if that's possible, if all the animations are linked to a specific model, it is likely that it can't work. In that case, maybe it is possible to export the Ghost animations, and re-import them and apply them to the Spectre ? But I don't event know if we can export/import animation and add animations to units...
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@Jinxxx123: Go
No, I want the model of the Spectre, playing an animation of the Ghost
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Hi everyone. I'm having trouble with unit animations, and I'm wondering : is it possible to use, say, a Ghost animation on a Spectre, and how ?