Scriptable chasecam

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: GZDoom Developers

User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Scriptable chasecam

Post by Marisa the Magician »

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.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: Scriptable chasecam

Post by Matt »

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?
User avatar
Major Cooke
Posts: 8175
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: Scriptable chasecam

Post by Major Cooke »

I couldn't agree more with this. Please!
Post Reply

Return to “Feature Suggestions [GZDoom]”