Currently i am building an arena-type map for tanks. Not going to bother going into details that are irrelevant to my problem, though.
When i make the camera focus on the tank, it focuses at the base of the unit rather than the "head" of it (turret) and i cannot find a way to make the camera focus at the position of the unit with an offset going up (Z axis i think, but the trigger for Point with Z Offset didnt do anything).
Right now when i look straight ahead, the tank blocks most of my sight.
The other issue is easier to explain: stopping it from going thru terrain. I want to use raised terrain instead of cliffs so i can have more than 2 levels of gameplay, but the camera goes right thru the floors and raised terrain walls.
It would be quite difficult to keep the camera from going through terrain / doodads or whatever you're using. You would basically need to calculate where the camera is based on pitch / distance and have a 0.0 second trigger keeping it from going any further once it reaches the height of the terrain / doodad. Even if you managed that, it'd probably still look pretty choppy.
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Currently i am building an arena-type map for tanks. Not going to bother going into details that are irrelevant to my problem, though.
When i make the camera focus on the tank, it focuses at the base of the unit rather than the "head" of it (turret) and i cannot find a way to make the camera focus at the position of the unit with an offset going up (Z axis i think, but the trigger for Point with Z Offset didnt do anything). Right now when i look straight ahead, the tank blocks most of my sight.
The other issue is easier to explain: stopping it from going thru terrain. I want to use raised terrain instead of cliffs so i can have more than 2 levels of gameplay, but the camera goes right thru the floors and raised terrain walls.
Any help would be appreciated. Thank you.
It would be quite difficult to keep the camera from going through terrain / doodads or whatever you're using. You would basically need to calculate where the camera is based on pitch / distance and have a 0.0 second trigger keeping it from going any further once it reaches the height of the terrain / doodad. Even if you managed that, it'd probably still look pretty choppy.