This is drivin me nuts
The camera position and/or direction depends on whether the player is in the same skybox...
As long as he is, well, the camera is looking from local.camera.origin to that $cam_target.
But once I put him into another one, mmm, well I'm not sure where the heck the camera's looking at or from where... It seems to then depend on it's relative position to the player, but I'm not sure bout this.
Can anbody help, please?
Doesn't help, the camera simply ignores that command. U could d/l the pk3 in my 1st post here and try urself...
What's Chronicles of Narnia? Never heard of... Anyway, I had the idea of putting different areas of the map into different skyboxes to improve the fps. These areas are connected via teleporters, so no problem there. In the main area, there shall be a control room where u can take a look on screen(s) of what's happening in the other area(s) in birdview.
Ummm, errr, yes, that's my script. Soo?
It 's somewhat different to what I posted earlier but imho it doesnt make much difference.
Dunno why I set local.campos though Doesnt make sense...
But the problems stay the same: A camera's FOV can't be set and once the cam is in a different skybox, umm, it behaves differently. It still is looking at the $cam_target but from somewhere else than the set local.camera.origin
I am just wondering if it is because vis is stopping the camera from drawing . It is like that sound mod where the sound entity was put inside a vis leafgroup and when you where outside of it you did not hear the sound . Maybe if you tried the alwaysdraw command it may work .
*edit I just took the map and put a wall down the middle to make two sky boxes it seem to work the same as before
Umm, it's somehow different...
I made another test map u can download here. It got the second skybox. It's just copy/paste of the 1st (and adjusting the trigger's targetname and setthread and the targetname of this 2nd script_origin). In the first skybox, I made another monitor where u could take a look into skybox #2. Then, I duplicated the script of cam_1 and adjusted the code like below.
Now where I ought to see the same as in #1, the 2nd camera's view is completely different...
I guess it is like the func_beam not all things work unless you make it in radiant . I tried to use cut but that did not seem to want to work so I used cueplayer but that probably will stop all cameras if two players are useing cameras at the same time .
Hey thanks, this is coool And it's way better to place the cam in radiant anyway because I wont have to look up the correct coordinates
In my special case, there'll be only one player anyway looking at the screens, so the cueplayer would be no problem.
On the other hand, I tried the script below and afaics its working, too the test map is updated, btw
bdbodger wrote:You know too you can move and rotate the camera too .
Yeah, probably. No idea how, lol. But for what I do right now, I don't need it.
Once my pc is back again (hdd crash ), I'll put some (static, moving, following) cameras into the recycling bin and I'll be happy to get ur assistance in this task then...
Thanks a lot so far
ok actually rotateing isn't easy the camers works a bit strange . I have used orbit ok and lookat but watch seems buggy . I know you can get them to follow spline paths but that does not help with this .
bdbodger wrote:ok actually rotateing isn't easy the camers works a bit strange . I have used orbit ok and lookat but watch seems buggy . I know you can get them to follow spline paths but that does not help with this .
Maybe it is easier to move the target then? The cam ought to follow. Ummm, maybe