I know how to set up the camera and all into first person view, but i run into a small problem where whenever the unit moves to the left or right, the objects you are looking at gets fuzzy. I am currently using a looped trigger so it is why the camera gets a fuzzy look cuz its not in locked mode with the unit. Now I've tried pan camera with smart pan on and fixes the problem but when the unit moves left or right the camera is too slow and doesn't catch up to the unit fast enough therefore shooting is a bit off cuz shots are relative to the unit, not the camera.
Basically need a camera locked on inside the head of the unit with no fuzzy images whenever the units moves around and stays on the unit even if it moves.
Wait a bit blizzard is supposed to add somethings to the Legacy Library to make first person/3rd person camera systems work more efficiently with the camera. Not sure yet how they are going to correct the lag this causes. But this was talked about at Blizcon
I've already successfully created a less laggy 3rd person shooter "Star Shooter Defense", its not lag that is causing this, its all client side that is causing this fuzzy image thing unless pan camera is turned on.
Problem right now I am having is updating the camera to where the images on screen are smooth when the unit moves left or right? so it doesn't create that jerking image effect since the trigger is on loop. I am trying to figure out a way to not use a looping trigger to update the camera so it can stay on the unit but instead attach it somewhere on the unit. Also running into problems where I attach the camera on the unit but the camera won't be moving cuz its relative to the unit, not the mouse... Tried camera bounds but its a loop trigger so still creates that bad effect.
If I use pan camera and follow unit, the camera is too slow and doesn't keep up with the unit if its in first person. Tried to find a FPS somewhere on here that has this. Only thing I found close is that infestation map that Husky casted a while back in beta that seems to have a smooth camera first person view but I can't seem to find it anywhere to download...
So far I've used a looped pan camera no smart panning on .1 seconds on loop and it seems the images run smooth when moving but I can't move my camera view..... god damn!
No, what i was trying to say would be that you would make a new trigger with the Map Initialization event and it would simply add the specific unit that you wanted the camera to follow to a new local var(unit group) and then you would use the action "follow unit group for player 1", you would then apply a first person camera to the palyer. Would this not work? If you still don't understand what i am trying to portray, i'll make a screenshot of what i mean when i get home from work.
Camera - Make the camera look at and follow Spectre [34.76, 107.42] for player 1
Camera - Set Camera 001 target to (Current camera target of player 1)
Camera - Apply Camera 001 for player 1 over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
This is what i think you are saying and it will always make bad imaging renders as well as if you set the camera to a point or sumthing it messes up the movement of the unit, cuz its relative to the camera but the camera moves with the unit so it doesn't strafe left or right instead goes around in a circle. Which is not what I need.
Thanks the camera actually keeps up with the target faster and the bounds are closer to the unit but it still isn't quite first person. Tried to change the focal view or cam height and distance but the unit isn't exactly with the camera. But also I noticed if I use any variables instead of a set unit the camera bounds arn't the same anymore and is right back to the orginal panning camera. I need to use variables.
Its still better than any other attempts i've made, actually makes the 3rd person view better for shooting but its still a bit off since the camera still kinda pans, not actualy solid with the unit. I'm still trying to fiddle with this...
I haven't really played around with First person camera-ing, but apparently it's an issue, which other people are trying to figure out the solution to as well. So if you figure it out, don't hesitate to post.