Not sure what would be a nice location on Wiki to post it on. I'm also not so sure wether this is very helpfull to others, no comments in it yet. And it contains multiple classes to modify sertain settings from the level instead of pressing console commands. It also completely blocked out the 1st person cam atm.
But it all consist of basic rotator and vector commands, as soon as I have everything commented in it I'll try and find a nice spot to share it =]
I do have another Script related question.
Code:
event ActorEntered( actor Other)
{
local TOTNPlayerController PC;
local controller C;
C = Pawn(Other).Controller;
PC = TOTNPlayerController(C);
etc.etc.
as u can see I try to reach the TOTNPlayerController ( extended from Playercontroller ), I can't figure out a way to do this in 1 line. This isn't important though, it's working as showed above but as soon as I have the feeling things can be more effecient I try to find out how, and I haven't been really able to figure this 1 out
As I said, it's done and working, I can give u the code if ur interrested, but it's quite long ( it's all inlcuding smoothing the rotation and placement of the camera to get a nice RPG style Camera )
Well I'd say you're best off making sure bBehindView is always true and then code your own system for switching between the behind camera and the environmental camera. Look at the function CalcBehindView() in the playercontroller class, that might help you out a bit.
you could have the sublcass of pawn say your in behind view but adjust your camera manually so that it's infrn of your eyes, why does it matter if you player is drawn in first person?
In 1st person view, the player pawn is invisible, is there a way to bypass this, so the the playerpawn is visible in behindview as well as in 1st personview ?
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