camera control (was impulse 14)

Developer discussion of experimental fixes, changes, and improvements.

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Tue Aug 05, 2008 9:02 pm

  • i'm a big fan of impulse 14 (the one that makes a clone of your character). i use it a lot when i'm experimenting with player characters. one thing that would make it even more useful would be for it to also clone the weapon you were holding. when i was setting up the basic gun holding pose on my newbones project i wanted to see if i'd put the hands in the right position, but impulse 14 couldn't help me there, so instead i had to spawn a bot, use slowmo to slow the game down and jump around trying to get glimpses of the gun. bit of a pain.

    if someone could tweak impulse 14 so that it also clones the current weapon that would be incredibly helpful. :)

    *** EDIT ***
    please disregard this stuff about impulse 14. mirio's suggestion of working with chase_active is far better. see below.
    Last edited by zuriastrad on Wed Aug 06, 2008 5:45 am, edited 2 times in total.
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Tue Aug 05, 2008 11:47 pm

  • maybe chase_active 1 helps? ..
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    Mirio
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Wed Aug 06, 2008 12:37 am

  • Funny you should say that, I was just playing with chase_active 1 on. Sooo much more fun than regular playing imo.

    Sorry that was completely off topic.
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Wed Aug 06, 2008 1:25 am

  • I am completly with you zuriastrad. But did you know there is a impulse 13.You probably already did. But maybe if you imported all the player models into blender and added the guns to the playermodels you might be able to do that. Just a thought. :D
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Wed Aug 06, 2008 2:45 am

  • KillaGrunt wrote:I am completly with you zuriastrad. But did you know there is a impulse 13.You probably already did. But maybe if you imported all the player models into blender and added the guns to the playermodels you might be able to do that. Just a thought. :D


    What are you talking about?
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    Psychcf
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Wed Aug 06, 2008 5:41 am

  • killagrunt-
    impulse 13 isn't holding a gun either, so isn't any more use than impulse 14. yes, i can import the weapons into blender, but what i really need to see is how everything scales and lines up in the actual game.

    mirio-
    that's a good idea. working with chase_active would actually be more useful than impulse 14 because i could use it to watch animations too. chase_back and chase_up are a bit limiting though. they are ok for setting up play in third party mode, but no good for observing the player model from different angles. what i reckon would be good would be to have complete control of camera positioning, rotation and tilt with something like the following variables.

    camera_x - moves camera side to side
    camera_y - moves camera back and forth
    camera_z - moves camera up and down
    camera_rotate - rotates the camera through 360
    camera_tilt - tilts the camera up and down.

    with these the model could be looked at from any angle. great for checking how a model looks and how the animations work. :)
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Wed Aug 06, 2008 5:59 am

  • these setting might be useful for players too. i find that when i'm playing in chase_active mode my crosshair is obscured by my player character. if i could move the camera a little to the left that would be sorted.

    it's possible people could use these to cheat in a game, so maybe some of them should be cheat protected.
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Wed Aug 06, 2008 6:15 am

Wed Aug 06, 2008 6:50 am

  • You can use GLIntercept for positioning your camera also in front of the player, using its shipped plugin GLCam.
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Wed Aug 06, 2008 6:54 am

  • There is a known bug/feature in chase_active you can abuse:

    ]pausable 1
    ]chase_active 1
    ]cl_movement 0
    ... spawn, play a bit ...
    ]pause

    Now move the mouse - you can rotate around the player model now! But this won't show animations.

    Another idea:

    ]pausable 1
    ]chase_active 1
    ]cl_movement 0
    ... spawn, play a bit ...
    ]cl_netlocalping 5000

    Then you can rotate, and the player follows your rotation only 5 seconds later :P
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