Code: Select all
#library "global"
#include "zcommon.acs"
script "leveltilt" ENTER {
while (1) {
ChangeActorRoll(0,sin(getactorangle(0))/50,1);
setactorpitch(0,cos(getactorangle(0))/50);
delay(1);
}
}
Code: Select all
#library "global"
#include "zcommon.acs"
script "leveltilt" ENTER {
while (1) {
ChangeActorRoll(0,sin(getactorangle(0))/50,1);
setactorpitch(0,cos(getactorangle(0))/50);
delay(1);
}
}
Code: Select all
int True_Pitch;
script "gettrueorientation" ENTER {
True_Angle=GetActorAngle(0);
True_Pitch=GetActorPitch(0);
while(1) {
True_Pitch-=GetPlayerInput(0,INPUT_PITCH);
delay(1);
}
}
script "leveltilt" ENTER {
while (1) {
ChangeActorRoll(0,sin(getactorangle(0))/50,1);
setactorpitch(0,True_Pitch+cos(getactorangle(0))/50);
delay(1);
}
}
Late response but that "jitteriness" I was talking about is very evident in this video - see how the view angle moves in hard, quantized "steps" instead of being really smooth.Ravick wrote:I've made a small test:
Thank you a lot for sharing this, Caligari_87!