Cursor on and control the default 3rd person camera
by Steven Chiu · in Torque Game Engine · 01/13/2005 (6:20 am) · 3 replies
Try to show the cursor in the default 3rd person mode and control the camera to orbit about the player by keeping right mouse button down.
Where is the engine or script code to control the default 3rd person camera? Any comment is welcome!
Where is the engine or script code to control the default 3rd person camera? Any comment is welcome!
#2
And later I found that we can toggle free look mode by holding the "Z" key as you said. The orbit mode is what I need so I post this. I think the message you reveal is clear and useful, so I'll give it a try first. Anyway think you for the prompt reply, any further progress I'll post again.
01/13/2005 (7:19 am)
Already implemented the advanced camera resource before and I think there is a bug in 3rd person orbit mode for terrain collision testing. And later I found that we can toggle free look mode by holding the "Z" key as you said. The orbit mode is what I need so I post this. I think the message you reveal is clear and useful, so I'll give it a try first. Anyway think you for the prompt reply, any further progress I'll post again.
#3
01/13/2005 (7:30 am)
... lol its early --ignore this--
Associate Manoel Neto
Default Studio Name
In the starter.fps demo, I think you can toggle free look mode by holding "Z". You can then rotate the camera around the player in 3rd person, but cannot move the player. Pressing Z activates a move trigger, and sets the freeLook flag in the move object to true. When the player gets that move object, it'll check if freeLook is true or false, and change how it process the move accordling. In stock Torque, the player will filter out all movement when move.freeLook is TRUE, and use the move.yaw and move.pitch to rotate the camera around the cam node.
Messing with that can be a bit time consuming and frustating, so I advice you use the advancedCamera resource. It takes but a few minutes to integrate into TGE, and will give you a much more flexible, separate camera object:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5471