Camera Tracking
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Interference22

While I'm aware how to detatch the camera from the player, how do you make it follow someone else? I remember there used to be a "tracker" variable you could set in v2 but it doesn't seem to be present in v3. Is there a new way or has this not been implemented yet?

Also, how do I remap buttons to other keys?

Posted on 2004-07-12 23:11:59

rpgking

To remap a button, Kildorf had a pretty good solution here:

http://www.verge-rpg.com/boards/display_thread.php?id=12247

Posted on 2004-07-12 23:37:51

Overkill

Hmm.. I have no idea. Maybe this will work... But, I doubt it.


int player;
int temp_player=EntitySpawn("bbq.chr");
SetPlayer(temp_player);
PartyMove("u1r1d1l1");
SetPlayer(player);


Vecna really needs to add cameratracking/tracker support.

Custom buttons would also be nice. I suggest something simple to the dev team: put something similar to keycode.b1=SCAN_Z; into effect.

Posted on 2004-07-12 23:44:49

Interference22

Quote:Originally posted by overkill

Hmm.. I have no idea. Maybe this will work... But, I doubt it.


int player;
int temp_player=EntitySpawn("bbq.chr");
SetPlayer(temp_player);
PartyMove("u1r1d1l1");
SetPlayer(player);


Vecna really needs to add cameratracking/tracker support.

Custom buttons would also be nice. I suggest something simple to the dev team: put something similar to keycode.b1=SCAN_Z; into effect.


Basically, all I want to do is have the player be followed by the camera but NOT respond to arrow keys, since my RPG is mouse-based. Cameratracking is the obvious solution but not all of it seems to work right now..

Posted on 2004-07-12 23:47:36

RageCage

its not too difficult to make a camera track funct...


void processTracking(int Ent){
xwin=entity.x[followEnt]-(windowGetWidth(screen)/2);
ywin=entity.y[followEnt]-(windowGetHeight(screen)/2);
}


just call processTracking in your gameloop or hookretrace it and make sure Ent is the entity you want to have it following.

disclaimer: I just wrote the code so, although I doubt its too bugged, it might be bugged.
...
As for remapping, killdorf's was good for arrowkeys but make sure that if you remap enter that you unpress whatever key you remap it to after its pressed.

Posted on 2004-07-12 23:49:07 (last edited on 2004-07-12 23:52:47)

Zip

I'd go with Rage's idea, but keep a bit of lag in to make it cool.

Zip

Posted on 2004-07-14 09:07:14

Omni

Back in good old V2...

cameratracking = 0 (no tracking)
cameratracking = 1 (track the player)
cameratracking = 2 (track any entity)

And there was a separate variable, tracker.

You could do:

tracker = someentity;

And if cameratracking was 2, it would track that entity.

Posted on 2004-07-14 16:57:08


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