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Re: Camera Collision + Without Digging into walls [Re: Hellcrypt] #59599
12/29/05 13:50
12/29/05 13:50
Joined: Nov 2005
Posts: 368
Texas, USA
JoraSell Offline
Senior Member
JoraSell  Offline
Senior Member

Joined: Nov 2005
Posts: 368
Texas, USA
Hey, it seems to me to be a much better idea to program something like this on your own and gain experience... Oh well, just a thought.

Re: Camera Collision + Without Digging into walls [Re: JoraSell] #59600
12/29/05 14:05
12/29/05 14:05
Joined: Sep 2005
Posts: 357
Florida
Hellcrypt Offline OP
Senior Member
Hellcrypt  Offline OP
Senior Member

Joined: Sep 2005
Posts: 357
Florida
I agree trial and error is good for learning, but for some of those people who don't have time or are not scripters this would be good. This way you could also learn how you trace from the player to the camera.


I do not solve problems.... I prevent them.
Re: Camera Collision + Without Digging into walls [Re: Hellcrypt] #59601
02/19/06 16:52
02/19/06 16:52
Joined: Sep 2005
Posts: 357
Florida
Hellcrypt Offline OP
Senior Member
Hellcrypt  Offline OP
Senior Member

Joined: Sep 2005
Posts: 357
Florida
Bump if anyone still needs a camera code with entity collision.


I do not solve problems.... I prevent them.
Re: Camera Collision + Without Digging into walls [Re: Hellcrypt] #59602
02/21/06 15:21
02/21/06 15:21
Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
kasimir Offline
Senior Member
kasimir  Offline
Senior Member

Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
THANK YOU VERY MUCH FOR THIS CODE - ITS PERFECT
i modified it this way, i think you will like it:

define _camera_dist_min, 64;
define _camera_dist_max, 512;

var camera_dist = _camera_dist_max;

function Camera_Collision()
{
var camera_dist_traced;
trace_mode = ignore_me + ignore_models + ignore_passable + use_box;
camera_dist_traced = trace(player.x, camera.x);
if(camera_dist_traced != 0)
{
camera.x = player.x - camera_dist_traced * cos(camera.pan) * cos(camera.tilt);
camera.y = player.y - camera_dist_traced * sin(camera.pan) * cos(camera.tilt);
camera.z = player.z - camera_dist_traced * sin(camera.tilt);
}
}

function camera_move
{
while(1)
{
if(mouse_left)
{
camera.pan -= 50 * mouse_force.x * time;
camera.tilt = min(max(ang(camera.tilt + 50 * mouse_force.y * time),-90),15);
}

camera_dist = min(max(camera_dist + mickey.z * time,_camera_dist_min),_camera_dist_max);

camera.x = player.x - camera_dist * cos(camera.pan) * cos(camera.tilt);
camera.y = player.y - camera_dist * sin(camera.pan) * cos(camera.tilt);
camera.z = player.z - camera_dist * sin(camera.tilt);

Camera_collision();

wait(1);
}
}

while pressing mouse_left you can change the camera pan AND TILT
with mouse wheel you can change the camera dist!

i think is a littlebit more usable...

Last edited by kasimir; 02/21/06 21:41.
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