GTA: San Andreas style camera/player control
by Jason Davis · in Torque Game Engine · 09/25/2006 (5:47 am) · 7 replies
Greetings.
I haven't found a decent post about this topic, so here's one. I am wanting to adapt my game play to be controlled in the way that GTA: San Andreas for the PC does. The camera can yaw and pitch all around the player with the mouse (just like the third person FPS starter kit does) but allows the player to move (and then FACE) in any direction. I don't want to be looking at the avatar's back all the time.
Example: When I want forward, the avatar's back is visible. When I walk the other way (towards the camera) the avatar turns around to face the camera as he walks and so forth. This kind of camera control is very useful for melee style combat.
I have looked at this resource: http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11035
... but it doesn't seem to fully support what I am wanting.
Any suggestions???
Thanks!
I haven't found a decent post about this topic, so here's one. I am wanting to adapt my game play to be controlled in the way that GTA: San Andreas for the PC does. The camera can yaw and pitch all around the player with the mouse (just like the third person FPS starter kit does) but allows the player to move (and then FACE) in any direction. I don't want to be looking at the avatar's back all the time.
Example: When I want forward, the avatar's back is visible. When I walk the other way (towards the camera) the avatar turns around to face the camera as he walks and so forth. This kind of camera control is very useful for melee style combat.
I have looked at this resource: http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11035
... but it doesn't seem to fully support what I am wanting.
Any suggestions???
Thanks!
#2
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5474
and of course Geoffrey Ritter's resource referenced above. The orbit cam works well when the camera has control, but we need to be able move the player and the camera at the same time.
Cory's resource gives us the player movement controls, but once again, the camera control isn't there. I thought the clue to integrating them both might be in this resource
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5500
but I haven't had much luck.
Am I just being dense here?
09/25/2006 (6:32 am)
I've been working with Jason on this, but there's still some things I'm missing (or just don't understand yet). I've integrated Cory Osborn's resource:www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5474
and of course Geoffrey Ritter's resource referenced above. The orbit cam works well when the camera has control, but we need to be able move the player and the camera at the same time.
Cory's resource gives us the player movement controls, but once again, the camera control isn't there. I thought the clue to integrating them both might be in this resource
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5500
but I haven't had much luck.
Am I just being dense here?
#3
09/25/2006 (6:41 am)
I'm pretty sure Orbit Mode in the Advanced Camera resource functions in a similar way to this, you may want to have a look at that.
#4
Stephen, maybe you can experiment with the advanced camera resource. This looks like it might give us the needed hints to our next plan of action.
09/25/2006 (7:28 am)
Thanks Mincetro, this looks promising.Stephen, maybe you can experiment with the advanced camera resource. This looks like it might give us the needed hints to our next plan of action.
#5
09/26/2006 (5:52 am)
Yep, that was the key. For some reason I thought the orbit cam in the advanced camera resource was the same as the orbit cam in v 1.4. Thanks Mincetro, I was just overlooking the obvious :-)
#6
09/26/2006 (6:27 am)
Always a pleasure to help :)
#7
06/06/2014 (5:11 am)
KI
Torque Owner Tim Heldna