Get/SetPlayerZAngle()

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Isle
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Get/SetPlayerZAngle()

Post by Isle »

ACS functions for getting and setting the player's vertical view angle
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randi
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Post by randi »

Please explain why you think it would be a good idea to disorient the player by taking over their controls.
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Nash
 
 
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Post by Nash »

Though not entirely useful for players, I imagine this would be useful for cameras and stuff, for cinematic purposes.

On a related note, I think it'd be more useful to be able to retrieve the players' and current cameras' Z angle... what do you think?
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Bio Hazard
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Post by Bio Hazard »

You can already disorient them by moving them around, why not looking up and down too?
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Zippy
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Post by Zippy »

I don't know... all players must make use of changing their facing direction to get through a map, so SetActorAngle isn't a terribly big deal (plus it's useful on many other actors besides players.) The view angle though... I think one of the big things is that not every player makes use of changing the view angle. I play with mouselook so a script which changes my view angle wouldn't bother me unless it was designed to be annoying. For a player who doesn't use any sort of up and down freelook, I can imagine them getting annoyed at having to always go back to the home key to reset their view (if they don't even have to look up what the key is the first time.)

The flipside is, of course, I can imagine this being used for neat effects like weapon recoil. But that could also easily get annoying. ESPECIALLY for those people who prefer not to use freelook.
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Isle
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Post by Isle »

well, i wanted getting it more than setting it. i just suggested setting it for completeness
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solarsnowfall
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Post by solarsnowfall »

Being able to get a camera/player's view pitch could be very handy.
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ace
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Post by ace »

While we have cameras (and this would come in handy for those as well), I imagine that for completeness, having a cutscene-style thing set up that freezes the player, and then moves them in direction X and has them turn and look up without the use of cameras, would be nice for not having to try and place a camera in the exact spot that a player will be and hope that they actually end up in that spot, etc... Plus, the effect wouldn't be as noticeable.

But either way I could see this quite helpful as a Get/SetActorZAngle, for cameras as well.
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Jimmy
 
 
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Post by Jimmy »

Too abusable. Just think what the makers of Mock 2 would have done if it had been around then. :trippy:
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Ryan Cordell
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Post by Ryan Cordell »

jimmy91 wrote:Too abusable. Just think what the makers of Mock 2 would have done if it had been around then. :trippy:
That's only one wad. Think what the others might've done with it, more usefull than any Mock 2.
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Phobus
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Post by Phobus »

I think we might as well disencourage jokewads anyway; stop giving them attention. I'm yet to play one I've enjoyed, and I've tried several.
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Graf Zahl
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Post by Graf Zahl »

You can't play it but what about 'How not to be seen'? That one had me rolling on the floor.

But all that intentional crap out there isn't really funny. Most of the time 'Jokewad' is just a euphemism for mapper's incompetence.
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SMG M7
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Post by SMG M7 »

You guys just wait for ZDF.wad. Though it's more of a serious jokewad.
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solarsnowfall
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Post by solarsnowfall »

If you asked Sir_Alien, he'd tell you it was an adventure with some humor.

Also, I'd like to point out that being able to monitor the players view pitch would offer two dimensional input from the mouse for ACS scripts. You could use the players angle for the x axis, and the pitch for the y axis.
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Phobus
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Post by Phobus »

@Graf: I wouldn't call that a jokewad, because it's actually funny :mrgreen:
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