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Old 08-17-2009, 05:49 PM   #76
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Due to increasing requests by GUI guys, I wrote a little tutorial on how to set up this system, and added it to the main post. Have fun.
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Last edited by Opossum : 08-17-2009 at 06:12 PM.
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Old 09-05-2009, 03:16 AM   #77
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So this only works for one player?
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Old 12-15-2009, 02:12 AM   #78
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Quote:
Originally Posted by Opossum
Disabling:
Trigger:
Custom Script: call EnableThirdPersonCam(Player(0), null, 0.)
Custom Script: call EnableFixedCam(Player(0), null, 0, 0, 0, 0.)
I have to say I'm not totally happy with that sort of disabling but it gets the job done.
Perhaps wrappers?

Collapse JASS:
function DisableThirdPersonCam takes player p returns nothing
    call EnableThirdPersonCam(p, null, 0.)
endfunction

function DisableFixedCam takes player p returns nothing
    call EnableFixedCam(p, null, 0., 0., 0., 0.)
endfunction

They'd be inlined anyway.
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Old 01-31-2010, 12:43 AM   #79
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BUG

For some reason whenever I switch from a ThirdPersonCam to a FixedCam, and I have previously turned the ThirdPersonCam from it's default view (with the arrows), it messes up the FixedCam and the angle is all wrong so that you aren't really facing the hero.

The difference in the angle from what it should be seems to correspond to what direction/how far you have turn the ThirdPersonCam

This is the trigger I am running to change camera:
Trigger:
C001 Entrance
Collapse Events
Unit - A unit enters C001 Cave Entrance <gen>
Collapse Conditions
(Entering unit) Equal to (==) P_ActiveHero
Collapse Actions
Custom script: call ResetThirdPersonCamAoA(1)
Custom script: call ResetThirdPersonCamRot(1)
Custom script: call EnableThirdPersonCam(ConvertedPlayer(1), null, 0.0)
Set OC_X = 450.00
Set OC_Y = -4800.00
Set OC_Z = 800.00
Custom script: call EnableFixedCam(Player(1), udg_P_ActiveHero, udg_OC_X, udg_OC_Y, udg_OC_Z, 0.0)

It would seem that there is no mention of this before so maybe it's just a problem with me. But I've had this problem in my map as well as the demo map.
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Old 01-31-2010, 02:42 AM   #80
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In your trigger you're disabling the ThirdPerson Cam for Red (ConvertedPlayer(1)) and Enabling the Fixed Cam for Blue (Player(1)) but that's a whole other issue..

Anyway, that's how the system is meant to work I guess.. Not sure if it's a good idea for the fixed cam but w/e

Expand JASS:

Remove the highlighted part from the FixedCam code if you don't want it to be able to be rotated by the player via arrow keys.
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Old 01-31-2010, 10:09 AM   #81
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ConvertedPlayer(1) and Player(1) are essentially the same thing, just left over from before I realized I didn't need the converted in JASS.

Thanks a lot :)
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Old 01-31-2010, 10:28 AM   #82
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Actually no:
Collapse JASS:
function ConvertedPlayer takes integer convertedPlayerId returns player
    return Player(convertedPlayerId - 1)
endfunction
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