Here's a video of it in action on YouTube.
New video, showing the fixed bug.
***Description***
This is a way of controlling the pawn and the built in freecam (extending from UDK classes) so that the pawn moves relative to the camera's rotation, rather than rotating the pawn with the camera, so it shouldn't be too hard to use it with your own custom camera and pawn, or to just add to your own player controller, depending on how complex your setup is.
It's also got the option to toggle the default first person camera by clicking the mouse wheel. In fact when you start playing it starts you in first person. It also has basic zoom while in 3rd person, by scrolling up and down with the mouse wheel.
The zoom and perspective toggle if using an Xbox 360 controller are up and down on the dpad and pressing the right thumbstick, respectively.
One rather interesting feature is when you are in first person, and zoom in and out, the fov decreases and increases (like a scope zoom). This change in fov affects the 3rd person camera as well, so that when you toggle back, you can get "bug eye" or "top of a mountain" type 3rd person camera styles.
The pawn rotates to face the direction of player input.
Note that because these files are extending from UDK classes, not UT classes, the weapons, vehicles, items, and everything else UT related will no longer function as expected, and probably not even do anything. This is not a bug, it is intended. The Pawn included just LOOKS like the UT guy, just so you have SOMETHING to look at, to know it's working as intended. Once you got the hang of things, your next step might be to make your own pawn. You're gonna wanna make one eventually.
A huge thanks to VolitionGames- your thread helped me out a lot (and thanks to everyone who posted something helpful in that thread). And thanks for your patience Blade[UG]. I know I ask a lot of stupid questions.
Other than that, I used the documentation Camera Technical Guide (the section "Example Side-Scrolling Camera" oddly enough) and PlayerController.uc
Bugs:
Fixed. >When using a controller instead of wasd, and rolling the left thumbstick around, the pawn rotates smoothly at all angles except directly left and right, at which points it "snaps" in place. The higher you set your deadzone, the more apparent this becomes.< Fixed. Was a stupid math mistake.
Zooming with an XBox 360 controller is rather sluggish, as you have to keep pressing the button. I'm gonna try to change that so you just have to press and hold it. I gotta learn how first though, lol.
Turning only looks like it does in the video if you use a controller. If you are using keyboard and mouse, turns will be abrupt. I think there's something that can limit how fast your character can turn... I'll have to look into that.
Also, this isn't really a bug, but if you use the fly command while in third person, then use the walk command while still in third person, since the walk command puts you in first person, but you were in third person, the player mesh is visible while in first person (look down). Since, when changing perspective, the mesh visibility is set based on what perspective you are in (not just toggled back and forth) this "bug" is cleared the next time you change perspective.
New video, showing the fixed bug.
***Description***
This is a way of controlling the pawn and the built in freecam (extending from UDK classes) so that the pawn moves relative to the camera's rotation, rather than rotating the pawn with the camera, so it shouldn't be too hard to use it with your own custom camera and pawn, or to just add to your own player controller, depending on how complex your setup is.
It's also got the option to toggle the default first person camera by clicking the mouse wheel. In fact when you start playing it starts you in first person. It also has basic zoom while in 3rd person, by scrolling up and down with the mouse wheel.
The zoom and perspective toggle if using an Xbox 360 controller are up and down on the dpad and pressing the right thumbstick, respectively.
One rather interesting feature is when you are in first person, and zoom in and out, the fov decreases and increases (like a scope zoom). This change in fov affects the 3rd person camera as well, so that when you toggle back, you can get "bug eye" or "top of a mountain" type 3rd person camera styles.
The pawn rotates to face the direction of player input.
Note that because these files are extending from UDK classes, not UT classes, the weapons, vehicles, items, and everything else UT related will no longer function as expected, and probably not even do anything. This is not a bug, it is intended. The Pawn included just LOOKS like the UT guy, just so you have SOMETHING to look at, to know it's working as intended. Once you got the hang of things, your next step might be to make your own pawn. You're gonna wanna make one eventually.
A huge thanks to VolitionGames- your thread helped me out a lot (and thanks to everyone who posted something helpful in that thread). And thanks for your patience Blade[UG]. I know I ask a lot of stupid questions.
Other than that, I used the documentation Camera Technical Guide (the section "Example Side-Scrolling Camera" oddly enough) and PlayerController.uc
Bugs:
Fixed. >When using a controller instead of wasd, and rolling the left thumbstick around, the pawn rotates smoothly at all angles except directly left and right, at which points it "snaps" in place. The higher you set your deadzone, the more apparent this becomes.< Fixed. Was a stupid math mistake.
Zooming with an XBox 360 controller is rather sluggish, as you have to keep pressing the button. I'm gonna try to change that so you just have to press and hold it. I gotta learn how first though, lol.
Turning only looks like it does in the video if you use a controller. If you are using keyboard and mouse, turns will be abrupt. I think there's something that can limit how fast your character can turn... I'll have to look into that.
Also, this isn't really a bug, but if you use the fly command while in third person, then use the walk command while still in third person, since the walk command puts you in first person, but you were in third person, the player mesh is visible while in first person (look down). Since, when changing perspective, the mesh visibility is set based on what perspective you are in (not just toggled back and forth) this "bug" is cleared the next time you change perspective.
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