you're correct heheThe Zombie Killer wrote:Someone didn't read the thread before postingjazzmaster9 wrote:There seems to be a glitch with the camera, it's making decals on the wall.
[Code] Chasecam
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- jazzmaster9
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Re: [Code] Angle-Independent Third Person
- HorrorMovieRei
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Re: [Code] Angle-Independent Third Person
This is really nice.
If I may make a suggestion, would it be possible to make some sort of "GTA-like movement" code for it? As in, have the player face the direction he's moving towards instead of straffing or backpedaling. Unless he's firing, in which case it would behave according to your chase_rotateplr setting.
If I may make a suggestion, would it be possible to make some sort of "GTA-like movement" code for it? As in, have the player face the direction he's moving towards instead of straffing or backpedaling. Unless he's firing, in which case it would behave according to your chase_rotateplr setting.
- WARCHILD_89
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Re: [Code] Angle-Independent Third Person
AWESOME !
Works all for me ! Good job and also thanks again for your flashlight you coded !
Works all for me ! Good job and also thanks again for your flashlight you coded !
Re: [Code] Angle-Independent Third Person
Whoaaaa, this is rad.
Is there any way to adjust the position of the camera as well as the angle? (Think Resident Evil 4/Dead Space/Gears of War-style shoulder cam instead of directly behind the back camera.)
Is there any way to adjust the position of the camera as well as the angle? (Think Resident Evil 4/Dead Space/Gears of War-style shoulder cam instead of directly behind the back camera.)
- The Zombie Killer
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Re: [Code] Angle-Independent Third Person
Just a note, this resource has been moved to this thread.
As for "over-the-shoulder" third person, it's something I want to implement, I just haven't done it yet.
As for "over-the-shoulder" third person, it's something I want to implement, I just haven't done it yet.
- WARCHILD_89
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Re: [Code] Angle-Independent Third Person
The Zombie Killer wrote:Just a note, this resource has been moved to this thread.
As for "over-the-shoulder" third person, it's something I want to implement, I just haven't done it yet.
Would be very cool
- The Zombie Killer
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Re: [Code] Chasecam
Updated.
Re: [Code] Chasecam
Is there a way to invert the controls when we are viewing all frames from the front while using free camera view (the view in which The camera will rotate, but the player won't)? It becomes disorientating to have the same keys apply when facing the camera from the entire frontal 180 degrees of the player.
- The Zombie Killer
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Re: [Code] Chasecam
I'm not entirely sure what you mean by that, but you may like the second camera type in this build: http://forum.zdoom.org/viewtopic.php?f= ... 21#p914355
use chase_type 2
use chase_type 2
Re: [Code] Chasecam
What a amazing works!
I'm really really grateful to you.
I'm really really grateful to you.
Re: [Code] Chasecam
The chasecam itself works great, but I can't get it to activate using acs_namedexecutealways.
The script activates, but doesn't have any visible effect.
The script activates, but doesn't have any visible effect.