Control Player while camera is in Orbit mode
by RealDecoy Inc · in Torque 3D Professional · 03/14/2010 (9:51 am) · 21 replies
Ok I am trying to do a topdown shooter. My goal is to do as much of the code in torquescript as possible. Only resorting to C++ changes if absolutely needed. (making it much more agile to port between versions of the engine).
Anyway, I can control my player great in first person camera mode, and can toggle to orbital camera mode, which I have tweaked to give a nice static angle topdown view. But when I'm in that mode I loose all control of the player.
If I toggle back, I regain control.
I'm using orbital camera centered on the controlobject, and set as locked (so that the player has no angle control of the camera itself, fixed 100% top down view).
everything works great, just can't get the topdown view working together with control of the player.
I am pretty sure I can do this with a minor C++ mod in camera.c but as I said above I want to avoid that if possible... So I ask, does anyone know a way that I can do that entirely in torquescript? Or am I stuck modding the code at this point? (I have a code license, just as I said above, trying to keep patches/mods to the engine itself to an absolute minimum).
Thanks!
Anyway, I can control my player great in first person camera mode, and can toggle to orbital camera mode, which I have tweaked to give a nice static angle topdown view. But when I'm in that mode I loose all control of the player.
If I toggle back, I regain control.
I'm using orbital camera centered on the controlobject, and set as locked (so that the player has no angle control of the camera itself, fixed 100% top down view).
everything works great, just can't get the topdown view working together with control of the player.
I am pretty sure I can do this with a minor C++ mod in camera.c but as I said above I want to avoid that if possible... So I ask, does anyone know a way that I can do that entirely in torquescript? Or am I stuck modding the code at this point? (I have a code license, just as I said above, trying to keep patches/mods to the engine itself to an absolute minimum).
Thanks!
Torque Owner J
Act 7
I attempted a separate camera mode last 2 nights; wouldn't even compile. What I'm going for is a more organic moving camera for a 3D side scroller. Pathed camera with tracking and newton enabled takes the camera too long to catch up...if at all, or overshoots the player. Just not a solid solution
I really only need just a very slight lag. Just enough to give it a smooth appearance, but not enough that it strays too far from the player or whiplashes back and forth trying to catch up.
I also can't find cory osborne's "separate camera object" download file in my mess of saved TGE resources and the link no longer works. I could see if there's any changes I could use out of that to get what I'm after.
Thanks for your input guys! Appreciate it.
Any other thoughts/ideas?