Camera offset vector for actors

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Expand view Topic review: Camera offset vector for actors

Re: Camera offset vector for actors

by Marisa the Magician » Mon Jul 25, 2022 2:24 pm

Already covered by ViewPos.

Re: Camera offset vector for actors

by nazakomu » Tue Aug 21, 2018 8:40 am

I'm not entirely sure if this has much to do with what is being suggested here. While the ViewZ can currently be toyed around with, the up-and-down motion when the player lands from a jump/fall is hardcoded. The intensity of that motion seen is automatically determined by taking the player's vertical velocity and dividing it by 8. But if this is scriptified, we could manually change the intensity of it as well as altering camera movement such as the pitch or roll. But then again, I don't know if this suggestion would be taking care of this matter along the way or not.

Re: Camera offset vector for actors

by Caligari87 » Tue Aug 21, 2018 6:54 am

Just noting I also requested this here back in January. I think Player.ViewX (left-right), and Player.ViewY (front-back) would fit best with the the current player.ViewZ (up-down) paradigm.

8-)

Re: Camera offset vector for actors

by nazakomu » Tue Aug 21, 2018 1:29 am

I second and favor this strongly. I have been waiting on this for quite some time now.

Camera offset vector for actors

by Marisa the Magician » Sun Aug 19, 2018 3:40 pm

This came up in conversation recently and I think it'd be handy to have it. Basically, rather than be limited to just a view height, we could also have a vector that applies an additional offset to the camera. This would allow implementing features such as leaning, or more elaborate forms of view bob beyond a simple up/down motion.

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