First Person Jedi
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First Person Jedi
Any ideas on how to make the hero's have a first-person view like other units? This would fit well into one of my upcoming mods(dueling).
Thanks in advance.
Thanks in advance.
RE: First Person Jedi
look at the other unit's scripts, i'll try in a maybe an hour or so, use another unit's fp screen.
RE: First Person Jedi
i noticed this in the geonosian odf, not a jedi, but the idea is probably the same:
Code: Select all
//this keeps the player from entering first person with this char
forcemode = 1
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- Old School Staff
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Because it then would bring up the same problems like in SWBF1?
I remember how the hand was atacking and it was like there was a HUD on the screen with the lightsaber - it didn't look well, but it DID bring some more life to the game...
so when exactly are we talking about 'when a unit has a lightsaber'...?what IS determinating whether to have First Person or 3rd view? is it when it uses the lightsaber animation? are we talking about the name of an .odf or .msh?
So what if we have our own weapons, which we name something else, and we use the same .odf for it? and what if we added our own animation to play?
It's important to know where to cross the line and where not to
I remember how the hand was atacking and it was like there was a HUD on the screen with the lightsaber - it didn't look well, but it DID bring some more life to the game...
so when exactly are we talking about 'when a unit has a lightsaber'...?what IS determinating whether to have First Person or 3rd view? is it when it uses the lightsaber animation? are we talking about the name of an .odf or .msh?
So what if we have our own weapons, which we name something else, and we use the same .odf for it? and what if we added our own animation to play?
It's important to know where to cross the line and where not to
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If any weapon your until has is a classLabel = "melee", you don't get a first person view.
You can get a behind-the-partially-transparent-Jedi kind of view if you copy the CAMERASECTIONs that you want into your Jedi's ODF and change the TrackOffset and Center to what you need. I got decent results with:
The root of your character is on the floor, between his feet. TrackCenter is the offset from the root of the position the camera is looking at (in X, Y, Z format - positive Z is backward, hopefully that makes sense). TrackOffset is which direction and how far to move the camera from the TrackCenter point. Think about it like TrackCenter goes in the middle of your character, at whateve height his head is, then TrackOffset places the camera around or behind that point.
Also note that this is the ONLY view you will then get for that Jedi.
Mess around with it,
Mike Z
You can get a behind-the-partially-transparent-Jedi kind of view if you copy the CAMERASECTIONs that you want into your Jedi's ODF and change the TrackOffset and Center to what you need. I got decent results with:
Code: Select all
CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 1.7 0.0"
TrackOffset = "0.0 0.0 0.5"
TiltValue = "10"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 0.5"
TiltValue = "10.0"
CameraBlendTime = "0.75"
CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.7 0.0
TrackOffset = "0.0 0.0 0.5"
TiltValue = "10.0"
CameraBlendTime = "0.75"
Also note that this is the ONLY view you will then get for that Jedi.
Mess around with it,
Mike Z