I use OneTwoSC's system to make a unit follow a unit from behind. The thing is, there are places with thin walls i.e 1 square wide cliffs and when the unit goes close to them or between such cliffs, the camera climbs up and does not follow the unit from behind and you don't see what's in front of the unit like that, since the camera is somewhere above...
is there a way to make the camera ignore the terrain or so that it will go through cliffs when following unit, like the camera goes through doodads when following the unit? It's been a problem I was not able to solve, ever since.
Link? Either way, what would the lib system do that this one doesn't if it is just settings of the Camera I would prefer to apply the settings rather than changing the whole system.. I am fine with that system for everything else.
I found a solution and maybe for good. With the data editor it was only a partial one but that was still a big progress since I couldn't do even that these years. In Default Camera, the value UI: Height Map. When set to Camera rather than Air, the Camera always follows the unit and doesn't change its height even when close to the cliff. This is a wonderful solution to never get the camera go off the unit if your unit is on the same cliff level and doesn't change cliff level. However, this kind of locks the camera into the same level, so if your unit goes up a cliff platform, the camera won't follow the unit on the surface and will cut through the cliff rather than climbing on it, so you won't see your unit above. Height Displacement did nothing, overall for a single map I find it perfect solution but most of the maps would require cliff climb, so locking the camera won't do.
What could be the final solution is a trigger that didn't work for me in the past.
It didn't work because I set this in Map Initialization and with the triggers I use it is crucial that 'Turn camera height smoothing Off' be added in RPG Vision trigger after Apply Camera Object, Lock Camera and Follow Player have been executed.
I use OneTwoSC's system to make a unit follow a unit from behind. The thing is, there are places with thin walls i.e 1 square wide cliffs and when the unit goes close to them or between such cliffs, the camera climbs up and does not follow the unit from behind and you don't see what's in front of the unit like that, since the camera is somewhere above...
is there a way to make the camera ignore the terrain or so that it will go through cliffs when following unit, like the camera goes through doodads when following the unit? It's been a problem I was not able to solve, ever since.
Hi had the same problem on my map so i changed the camera system to tps engine lib found here. very easy to use and understand. hope this helps you :)
@harvy2008: Go
Link? Either way, what would the lib system do that this one doesn't if it is just settings of the Camera I would prefer to apply the settings rather than changing the whole system.. I am fine with that system for everything else.
Could you not just use a SOp (Forward Vector) SOp on the camera so it auto tilts if lifted?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I found a solution and maybe for good. With the data editor it was only a partial one but that was still a big progress since I couldn't do even that these years. In Default Camera, the value UI: Height Map. When set to Camera rather than Air, the Camera always follows the unit and doesn't change its height even when close to the cliff. This is a wonderful solution to never get the camera go off the unit if your unit is on the same cliff level and doesn't change cliff level. However, this kind of locks the camera into the same level, so if your unit goes up a cliff platform, the camera won't follow the unit on the surface and will cut through the cliff rather than climbing on it, so you won't see your unit above. Height Displacement did nothing, overall for a single map I find it perfect solution but most of the maps would require cliff climb, so locking the camera won't do.
What could be the final solution is a trigger that didn't work for me in the past.