Yeah it's probably some editor bug. I still haven't fixed the camera issue yet though, but am still trying.
EDIT: Found the bug. I didn't think it was related to the issue but I tried having the UI hidden, and it worked! I tested with disabling the action in your map as well, which enables the UI, and the camera problem arises.
So apparently showing the default game UI (or parts of it) will mess with your camera.
It seems the global function (not named in your case) has a parameter and a heap of local variables that are not named, hence they all are named lp_ and lv_ respectively (in the generated code).
To fix it go about and search for the function in the trigger window (it should be a defined "action" or function similar to a trigger).
EDIT:
Oh I found it, it's the function called 'Traceline', and it's defined as an "action". You should name the parameter and all local variables, as well as the function itself.
I've tried messing around with the camera settings and camera actions in the triggers, but to no avail.
Yes I have the follow unit group thing and it does follow the unit but causes this weird camera movement if the pitch is too high or too low.
Like in WoW, if you move the camera to the ground, it doesn't actually go below the ground even if it seemed like it would, it will instead
move along the ground but also move further away from your hero.
It's the same here, and also it happens when you change your pitch so it shows the top of the unit, the camera starts moving about, not focusing
on the unit but rather getting shaky with the unit as it's center of attention.
Also, right now I have the settings exactly like in your map. But it still does this annoying movement.
I'm creating an TPS, but I have a problem with the camera movement. If I alter the pitch too far it goes bananas. Also it doesn't rotate around the unit, it rotates around it's own origin and then updates through the Camera - Follow Unit Group action. I see that your map doesn't have that problem, but I have tried
to copy the camera settings and the triggers that alter the camera in your init function, but I still end up with the same problem. It's really annoying, can't find out what is wrong.
Have tried to look at the unit and actor settings, and nothing seems to relate to the issue. Also I have checked that the current tileset uses the camera settings that I have altered, 'Default Game Camera'. It does.
So unless it's some editor bug somewhere that is only present in my map, I really want to fix it. Thanks
@martinolsson: Go
Yeah it's probably some editor bug. I still haven't fixed the camera issue yet though, but am still trying.
EDIT: Found the bug. I didn't think it was related to the issue but I tried having the UI hidden, and it worked! I tested with disabling the action in your map as well, which enables the UI, and the camera problem arises. So apparently showing the default game UI (or parts of it) will mess with your camera.
@LordFelco: Go
It seems the global function (not named in your case) has a parameter and a heap of local variables that are not named, hence they all are named lp_ and lv_ respectively (in the generated code).
To fix it go about and search for the function in the trigger window (it should be a defined "action" or function similar to a trigger).
EDIT: Oh I found it, it's the function called 'Traceline', and it's defined as an "action". You should name the parameter and all local variables, as well as the function itself.
Action name: Traceline
Parameter name: Player
Here are the names of the local variables:
I've tried messing around with the camera settings and camera actions in the triggers, but to no avail. Yes I have the follow unit group thing and it does follow the unit but causes this weird camera movement if the pitch is too high or too low. Like in WoW, if you move the camera to the ground, it doesn't actually go below the ground even if it seemed like it would, it will instead move along the ground but also move further away from your hero. It's the same here, and also it happens when you change your pitch so it shows the top of the unit, the camera starts moving about, not focusing on the unit but rather getting shaky with the unit as it's center of attention.
Also, right now I have the settings exactly like in your map. But it still does this annoying movement.
@martinolsson: Go
Sorry I meant TPS.
I'm creating an TPS, but I have a problem with the camera movement. If I alter the pitch too far it goes bananas. Also it doesn't rotate around the unit, it rotates around it's own origin and then updates through the Camera - Follow Unit Group action. I see that your map doesn't have that problem, but I have tried to copy the camera settings and the triggers that alter the camera in your init function, but I still end up with the same problem. It's really annoying, can't find out what is wrong. Have tried to look at the unit and actor settings, and nothing seems to relate to the issue. Also I have checked that the current tileset uses the camera settings that I have altered, 'Default Game Camera'. It does. So unless it's some editor bug somewhere that is only present in my map, I really want to fix it. Thanks