follow camera

follow camera

followcamera

Details

Kode wheel segment Camera
Style Camera control
Modifiers without controls / should track socket / transition easing / positioning (multiple) / targeting (multiple) / force controls / ignore prop collision / ignore terrain collision
Primarily WHEN/DO DO
Pre-made brains that use it Unknown

Camera > follow camera

Description

This tile is used to create a camera that represents the view from a set distance in a 3D environment as a 3rd person (Like Assassins Creed, GTA IV, Tomb Raider). It can be placed in a player or in a logic cube (recommended if player needs to switch pages at any time).

Example Code

WHEN DO [follow camera]

WHEN DO [IWP:hero][follow camera]

Modifiers

without controls: Turns off the right stick camera controls

should track socket: If no socket is specified it defaults to the head socket. In the case of the head socket, this creates a bouncy walking effect to the camera when the player moves. Pair this with [target socket] and a socket name. Can be seasick inducing, use with caution.

WHEN DO [follow camera][should track socket][target socket][left hand]

transition easing: this only applies when moving from another camera to this one. The transition is the way the camera moves to the next. It creates a tracking shot without the use of paths. It needs a second modifier. Choices are ease between, ease to, flat easing.

WHEN DO [follow camera][transition easing][ease between]
without controls: Disables the right stick during the transition.
should track socket: If a socket has been chosen as a target, this will track its movements.
force controls: Will enable the right stick for camera control if you koded it for another purpose.
ignore prop collision: Camera will ignore any props between the camera and target.
ignore terrain collision: Camera will ignore any terrain voxels between the camera and target.
transition speed: Paired with a number. This determines how quickly the camera will move when transitioning to this camera.
transition time: Paired with a number (seconds). This determines the length of time it takes for the camera to move to this camera (and therefore the speed of the camera – use one or the other)
use linear interpolation: Camera will transition in a straight line from one to the other.

force controls: The Right Stick is used to control the camera by default. If you use the Right Stick for any other controls then the Right stick will no longer be mapped to the camera. This tile re-maps the Right Stick to the camera while still keeping your other actions for the Right Stick.

ignore prop collision: If a prop gets between your character and the camera, the default is for the camera to snap closer to the player then zoom back out when the prop is no longer in the way. This tile stops that from happening. Players can pass behind objects.

ignore terrain collision: Same as ignore prop collision, except for terrain voxels.

positioning/min distance: This will set the minimum distance the follow camera will get to the character (such as when there is a prop collision). Pair with a number. Based on meters.

positioning/max distance: This will set the maximum distance the follow camera will be from the character. Pair with a number. Based on meters. This will set the camera’s default distance from the player. The default for the distance appears to be 4.4 and you cannot choose a number smaller than that.

positioning/max pitch: This sets the maximum amount of pitch the camera will do. Pair with a number (angle degrees) between 0 and 359.

positioning/ min pitch: This sets the minimum amount of pitch the camera will do. Pair with a number (angle degrees) between 0 and 359.

targeting/deadzone:  Paired with a number this determines how far the player can move before the camera starts to track it. Any number above 4 and the player will walk off the screen before the camera follows.

targeting / ignore jumping: The camera does not jump with the player, stays in the same y axis position.

targeting / ignore self as target: The camera stops following the player and becomes a fixed static camera.

targeting / target offset: Paired with a vector variable this determines the placement of the camera in relation to the object.

targeting / target socket: Paired with a socket name this will keep that socket in the center of the screen by moving the camera.

targeting / without zoom: Requires you to have set a min and max distance for this tile to work. Will fix the min and max distance without forcing a zoom when the camera is blocked by terrain or props. 1

Other Uses

None


Footnotes:

  1. Thanks to Aaron Sphinxe

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