Author Topic: Top-down player with a persistent camera  (Read 811 times)

As the title says, I want a top down player without the camera shifting when you turn to face different directions. I want the player to see their character turning around, not the map seeming to shift around the player.

I don't see why this wouldn't be possible. If you guys don't feel like packaging a player like this you could just show me what to edit in the existing top-down player's files and that would be fine.
Thanks.

i don't know if we have that level of control over the camera...

electrks side view player is the thing to modify to get this to work - make the mount point be above looking down instead of from the side looking over........

i don't know if we have that level of control over the camera...

electrks side view player is the thing to modify to get this to work - make the mount point be above looking down instead of from the side looking over........
Apparently that's just an event to set the camera, not a player. Could work though.

doesn't make a difference, if the camera can be set to the side arbitrarily using the weird method he did, it can be set above the player too.

doesn't matter if it's a player or an event

I looked through the scripts for both add-ons and I have absolutely no clue what needs to be changed.

in a nutshell:

%client.setControlObject(%client.camera);
%client.camera.setControlObject(%client.player);
%client.camera.setOrbitMode(%client.player, ...);


+ package Armor::onTrigger without calling the parent in certain cases to stop them from leaving camera mode by doing things

Would someone mind packaging this so I don't screw anything up?

in a nutshell:

%client.setControlObject(%client.camera);
%client.camera.setControlObject(%client.player);
%client.camera.setOrbitMode(%client.player, ...);


+ package Armor::onTrigger without calling the parent in certain cases to stop them from leaving camera mode by doing things
... what
i feel like this won't work properly. you're making the client control an orbiting camera?

Why would it not work properly?

Has anyone tried this? I don't exactly understand how to package things.

... what
i feel like this won't work properly. you're making the client control an orbiting camera?
The Event_Camera_Control does the same thing port put down.