non-rotating camera

pn18

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hi, my map has a camera (point_viewcontrol) which follows a rotating entity (physbox). the physbox just moves in 2D (left and right). everything works fine, but I don't want the camera to rotate with the entity (the camera is attached to the physbox). how could I make the camera not to rotate?

thanks in advance :)
 
Let me see if I got this one corectly. Your camera moves, while parented, in a straight line from A -> B.

If that is the case then the solution is simple. Make a info_target at a position "after" B. (A-> B -> C) Set the camera up so that "entity to look at" is C. Camera will now move with the physbox but will be aimed at the info_target! Yay!

//Unarmed
 
Let me see if I got this one corectly. Your camera moves, while parented, in a straight line from A -> B.

If that is the case then the solution is simple. Make a info_target at a position "after" B. (A-> B -> C) Set the camera up so that "entity to look at" is C. Camera will now move with the physbox but will be aimed at the info_target! Yay!

//Unarmed

thanks, but I don't think you got it right (at least I don't know what you mean ;) )
a video of yesterday's "built":
[youtube]http://www.youtube.com/watch?v=2j2lf-tsrEU[/youtube]
 
Oh... you want the camera aimed at that physobjet all the time?`Just set the "entity to look at" or target or whatever it's called to that physobject
 
You need the camera to move along a path_track. When the moving physic object gets to a certain point you make it pass though a trigger. The trigger (called Physic_Trigger_1) then makes the camera move along the path. When it reaches the first path_track (lets call it cam_path_1)you give cam_path_1 an input to stop the camera moving. When the physic object passes a different part of the course you have another Trigger (Physic_Trigger_2) which makes the camera move to the next path_track.............

Ok now if your thinking what if the physic object goes backwards...Heres what you do.......
Create another trigger call it Physic_Trigger_loop_1 and place it exactly over Physic_Trigger_1. But the Physic_Trigger_loop_1 is disabled until the physic object passes though Physic_Trigger_1. When the physic object passes though the Physic_Trigger_1 that trigger is disabled..........
Then when the object goes back though Physic_Trigger_loop_1 to go forward again it disables Physic_Trigger_loop_1 and then enables Physic_Trigger_1...
You may need some time delay between the disabling and enabling of each trigger as it may cause some kind of conflict....

Hope you understand it cuse i dont... LOL
 
Hmm... that seems like a lot of work to me...

Try a phys_keepupright. I know that one is made to work with phys entities but maybe it can be used here. If not then I would recommend the logic_measure_movement and set that up so that it measures the physobjects movement and then moves the viewcontrol accordingly.
 
ok, tried the keepup before-> didn't work.
but I'll try the logic thing tomorrow.
thanks, guys.
 
Unarmed, you still need a path for the camera to follow tho. Dont you??? I know it looks complicated but im 100% sure it will work
 
Nope. You need the physobject, a viewcontrol and two reference points (static info_target) I believe.

Set the logic_measure_movment to measure the physobject with a reference to one of the info_targets and set the entity to move to the point_viewcontrol and set the second info_target to the second info_target.

The camera should now mimic the physobjects movements in all 3 dimensions and ignore any rotation. I used this on a move_rope that was attached to a func_tracktrain just the other day and that worked out niceley although the logic_measure_movement can be a bit of a bitch sometimes.

I'm sure yours works too although it's a lot more work and the camera would not move all that smoothly since it has path_tracks that it stops as while mine moves with the object at hand.
 
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