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Camera Collision + Without Digging into walls #59589
11/25/05 22:04
11/25/05 22:04
Joined: Sep 2005
Posts: 357
Florida
Hellcrypt Offline OP
Senior Member
Hellcrypt  Offline OP
Senior Member

Joined: Sep 2005
Posts: 357
Florida
Hey, a lot of people kept asking for a camera collision, so here is one
Code:
  
var Temp_distance = 0;
var Distance_traced = 0;
Function Camera_Collision()//include this in your camera code
{
my = player;
trace_mode = ignore_me + ignore_passable + use_box + ignore_models;//you can remove ignore_models if your level is made with a lot of models.
vec_set(temp_distance.x, camera.x);
Distance_traced = trace(player.x, Temp_distance.x)
if((Distance_traced != 0))
{
Distance_traced -= .05;
camera.x = player.x - distance_traced * cos(camera.pan)-1;
camera.y = player.y - distance_traced * sin(camera.pan)-1;
}
}


It's similar to one of the AUM's except it won't dig into walls and some modifications.


I do not solve problems.... I prevent them.
Re: Camera Collision + Without Digging into walls [Re: Hellcrypt] #59590
12/06/05 05:53
12/06/05 05:53
Joined: Mar 2005
Posts: 725
USA
TeutonicDarkness Offline
User
TeutonicDarkness  Offline
User

Joined: Mar 2005
Posts: 725
USA

Is this meant to be a "stand script"
or to go with Template 5 or template 6?

Just curious before I try anything..





*** Teutonic Darkness ***

Re: Camera Collision + Without Digging into walls [Re: TeutonicDarkness] #59591
12/06/05 07:42
12/06/05 07:42
Joined: Feb 2005
Posts: 276
S
sempronius Offline
Member
sempronius  Offline
Member
S

Joined: Feb 2005
Posts: 276
It should probably be added to or called from a stand-alone camera script.

Re: Camera Collision + Without Digging into walls [Re: sempronius] #59592
12/06/05 15:27
12/06/05 15:27
Joined: Sep 2005
Posts: 357
Florida
Hellcrypt Offline OP
Senior Member
Hellcrypt  Offline OP
Senior Member

Joined: Sep 2005
Posts: 357
Florida
Yep just make a camera that will follow the player, then include Camera_Collision(); inside your camera code.


I do not solve problems.... I prevent them.
Re: Camera Collision + Without Digging into walls [Re: Hellcrypt] #59593
12/06/05 16:34
12/06/05 16:34

A
Anonymous
Unregistered
Anonymous
Unregistered
A



Thanks, this is helpful, I had thought of making my own but never got around to it.

Re: Camera Collision + Without Digging into walls [Re: ] #59594
12/06/05 17:29
12/06/05 17:29
Joined: Mar 2005
Posts: 527
Netherlands
RJDL Offline
Developer
RJDL  Offline
Developer

Joined: Mar 2005
Posts: 527
Netherlands
ah, it works perfect, just what i needed! thanx a lot!

Re: Camera Collision + Without Digging into walls [Re: RJDL] #59595
12/09/05 20:36
12/09/05 20:36

A
Anonymous
Unregistered
Anonymous
Unregistered
A



Does that work for FPS? Or just following cam?

Re: Camera Collision + Without Digging into walls [Re: ] #59596
12/10/05 00:01
12/10/05 00:01
Joined: Sep 2005
Posts: 357
Florida
Hellcrypt Offline OP
Senior Member
Hellcrypt  Offline OP
Senior Member

Joined: Sep 2005
Posts: 357
Florida
hmm, I only tested it for following camera. For Fps your character itself should create a sort of collision for the camera. If you have any problems with that let me know.

Last edited by Hellcrypt; 12/10/05 06:54.

I do not solve problems.... I prevent them.
Re: Camera Collision + Without Digging into walls [Re: Hellcrypt] #59597
12/13/05 19:49
12/13/05 19:49
Joined: May 2005
Posts: 155
C:\Program files\GStudio6
alphaindigo Offline
Member
alphaindigo  Offline
Member

Joined: May 2005
Posts: 155
C:\Program files\GStudio6
thanks !
realy needed a decent one of these...


beware the sock! - tLempoary...
Re: Camera Collision + Without Digging into walls [Re: alphaindigo] #59598
12/27/05 16:03
12/27/05 16:03
Joined: Sep 2005
Posts: 357
Florida
Hellcrypt Offline OP
Senior Member
Hellcrypt  Offline OP
Senior Member

Joined: Sep 2005
Posts: 357
Florida
Hey folks, because of everyone using models for levels now. Here is an updated code that will work with model collision as well, thanks to Dima.
Code:
  
Function Camera_move()
{
while(1)
{
c_rotate(my, vector(-1 * (11 * mouse_force.x * time - 1.5 * ((key_a - key_d) + (key_cul-key_cur))),0,0), glide+Use_box);
camera.x = player.x - camera_distance * cos(player.pan);
camera.y = player.y - camera_distance * sin(player.pan);
camera.z = player.z + camera_height;
camera.pan = player.pan;
camera.tilt += 8 * mouse_force.y * time;
camera_distance = min(max(camera_distance,5),500);
Camera_collision();
wait(1);
}
}

Function Camera_Collision()
{
my = player;
Distance_traced = c_trace(player.x, camera.x,ignore_me + ignore_passable+use_box);
if((Distance_traced != 0))
{
Distance_traced -= 5;
camera.x = player.x - distance_traced * cos(camera.pan);
camera.y = player.y - distance_traced * sin(camera.pan);
}
}




I do not solve problems.... I prevent them.
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