Sets a players camera to a camera object. If you choose to Include Target, then the specified player's camera will also jump to the target point of the specified camera object. Otherwise, only the camera object's properties will be applied to the specified player's camera.
Returns the current camera pitch of a player. Camera pitch is tracked for all players in a multiplayer game, but the queried locations will be slightly old due to network latency.
Returns the current camera target of a player. Camera targets are tracked for all players in a multiplayer game, but the queried locations will be slightly old due to network latency.
Returns the current camera yaw of a player. Camera yaw is tracked for all players in a multiplayer game, but the queried locations will be slightly old due to network latency.
In order to use this, you must first create a portrait through triggers. You can then use this action to have a camera object on that portrait render to a render-to-texture channel.
When this is turned on, it will make all of a player's mouse movements act as if that player was drag-scrolling (holding down the middle mouse button). This will hide the mouse cursor. Use in conjunction with "Turn Camera Mouse Rotation On/Off" to make an FPS-style camera.
Sets the camera bounds within a region. This will limit the specified Players from moving their camera beyond the specified Bounds. If the Minimap parameter is set to Do, the minimap will also shrink to fit the camera bounds. This is useful for hiding things off map, or having the playable area expand at some point during your map.
When this is turned on, it will make a player's drag-scroll camera movements rotate the camera in a free look fashion rather than drag the camera. Use in conjunction with "Lock Camera Mouse Relative Mode On/Off" to make an FPS-style camera.
By default, the horizontal screen space is preserved between aspect ratios, and the vertical space gets cropped or expanded as necessary. When vertical field of view is turned on, the vertical screen space will be preserved between aspect ratios, and the horizontal space will get cropped or expanded as necessary.
Shakes the camera. If the Duration parameter is set to 0, it will shake the camera until stopped by the "Stop Shaking Camera" action. This action is useful for things such as explosions or earthquakes.
When this is enabled, and the camera is following a flying unit, the camera will adjust its height to ensure the flying unit stays visible when the camera zooms in.
Make the Camera look and follow (Triggering Unit) for (Triggering player) the camera angle changes akwardly if the player camera has been somewhere else before. Can I maybe make the camera move to the triggering unit steadily and not a sudden jump without change the angle? Like in the campaign :)
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SpaceKookie Feb 24, 2011 at 07:25 UTC - 0 likesI have a question.
When I add the trigger:
Make the Camera look and follow (Triggering Unit) for (Triggering player) the camera angle changes akwardly if the player camera has been somewhere else before. Can I maybe make the camera move to the triggering unit steadily and not a sudden jump without change the angle? Like in the campaign :)
Work In Progress:
http://www.sc2mapster.com/maps/hero-wars-2v2/
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Maxi247 Oct 17, 2010 at 08:19 UTC - 0 likesDefault Game Camera - Returns the default game camera settings
but Need
Current Game Camera - Returns the current game camera settings.