Scriptable chasecam

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Expand view Topic review: Scriptable chasecam

Re: Scriptable chasecam

by Major Cooke » Wed Mar 20, 2019 7:46 pm

I couldn't agree more with this. Please!

Re: Scriptable chasecam

by Matt » Wed Mar 20, 2019 7:09 pm

Would it be more flexible (or at least user-friendlily intuitive) to have some kind of flag where the camera actor will also experience whatever effects the player.mo does?

Scriptable chasecam

by Marisa the Magician » Wed Mar 20, 2019 5:17 am

This is one thing that would be pretty handy for many mods. I'm sure some people would prefer to, for example, have an over the shoulder view or similar, or a camera that orbits the player independently from the player angle until they actually move/attack. I've found ways to sort of do this through ZScript but there's a problem: They involve spawning an actual camera actor and viewing through it. This causes screen effects that rely on the camera being set on player, such as screen flashes, to not work. If P_AimCamera was made into an actor virtual, all of this could be done in a much cleaner way.

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