can you lock camera in fps mode?

can you lock camera in fps mode?

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Raxe
Posts: 21
Joined: 01 Aug 2005, 19:26

can you lock camera in fps mode?

Post by Raxe »

i was wondering if we could lock the camera infps mode to what the units aimed at or if there is an option somewhere to enable this. only reason i ask is because it would make it easyer to control units in fps if you knew what there limitation to firing were not trying to turn past where its possible and not being able to shoot cause your waiting for the unit youre controling to catch up. this would make flying any aircraftother then brawlers and other gunships much easyer and funner to control. for an example of what i mean im haveing a problem with justgo run the air battle test take control of a hawk or freedom fighter and turn away from battle and experiment with the unit. i can do some basic movement with each unit but i cant do any realy dog fighting cause of the targeting not being locked to where the dang thing can hit. im constantly attempting to bank one of the crafts in an attemp to avoid missiles but i find it hard to follow the area where i can fire at the same time as paying attention to my minimap to get an idea of where whatever shot me is. i did some experiments with flight controls earlyer today if the camera could be lock to the nose the arrow keys and mouse stay as the control keys work well enough to allow some pretty coll stuff. just to make surei got it clear with my description of what i mean i'll repeat it just to make sure for my own sake. the it would be made like most other fps things your target recticle only show what your currently capable of fireing at the slower the turret of what your controlling turns the slower your mouse would move he screen you could just wip your mouse across your desk in a direction but the game would still move the fireing area as fast the turret itself moved. because i know you could get a supreme dof fight going between a few players if the fps camera could be locked to that and some of those other implemations other people have asked about like altitude area and speed thing were added to it. just on a note i can take a freedom fighter straight at the gorund and its banking abilitys is good enough so that i can cure at the last second i just cant get my bearing quick enough to kill anything or turn a chase around on a enemy air craft because using the arrow keys to bank such an extreme angle is impossible for me to follow with the mouse but if it was made the camera was locked to where i was aimed i could have al ot more fun with it
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Punctuation. Please. Atleast more than 5 full stops in the whole thing. And paragraphs. Is it that hard to press the Return button?

I agree that the FPS mode could be better, but that is really only a gimick. I would rather a good RTS with limited FPS ability than a crappy RTS with some excelet FPS ability. Plus everyone has better things to work on. If you know any C++ programming, you could make it your self. Just ask anyone and they will tell you how.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I noticed that selecting FPS style camera, selecting a unit, then pressing T brings a third person view, the camera is placed nicely behind the unit and follow it when it move and turn. The controls remain RTS, not FPS, however.

It means that third person view won't be hard at all to be implemented, one just need to merge that view with the FPS controls.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

The T button is for Tracking a unit. Its not really ment for interactivity in the FPS view. Although I agree it would be nice.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I know that T is for tracking, not for first person control.

What I mean is that tracking in fps camera mode brings a perfect third person camera, that should be reused for third person control.
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