3rd person reticle/crosshair
by Michael Bacon · in Torque Game Engine · 09/05/2007 (6:19 pm) · 1 replies
Okay, so I want to implement a 3rd person reticle.
I have looked at and implemented the resources I can find and have found that they simply will not work. I cannot have the crosshair jumping around. So, reading further I have found that the solution is the always fire at the point that the screen is centered on. I dont want an object in the world for the crosshair, I want a GUI element (unless I can change it so my crosshair object always renderes on top of the scene).
Can anybody give me some pointers as to where to begin with this? I'm using Thomas Lund's Advanced Camera resource.
I need some tips as to what points to work with, what order of operations need be performed or something.
Would I make the Camera my control object and make the player follow it instead of the other way around?
I have been digging through the Player source, the move manager and the camera code. I have no idea where to begin at this point.
Thanks in advance for any help anyone can give me.
I have looked at and implemented the resources I can find and have found that they simply will not work. I cannot have the crosshair jumping around. So, reading further I have found that the solution is the always fire at the point that the screen is centered on. I dont want an object in the world for the crosshair, I want a GUI element (unless I can change it so my crosshair object always renderes on top of the scene).
Can anybody give me some pointers as to where to begin with this? I'm using Thomas Lund's Advanced Camera resource.
I need some tips as to what points to work with, what order of operations need be performed or something.
Would I make the Camera my control object and make the player follow it instead of the other way around?
I have been digging through the Player source, the move manager and the camera code. I have no idea where to begin at this point.
Thanks in advance for any help anyone can give me.
Torque 3D Owner Guimo
b. Use a third person camera (Advanced Camera) without vertical free mode.
c. Bind your mouse move actions so the pitch movement is not sent to the player but to the camera. This can be done using scripts. This is tricky but if you can do it you will have a mouse that when moved left right will make the player to turn, but if moved up down will make your camera to pitch.
d. When the mouse is clicked, cast a ray using the camera position and direction. Fire to any point it gets.
Luck!
Guimo