Nedd help with the Chase cam
Nedd help with the Chase cam
I'm working on an project called PSPikmin that is a quake/kurok clone of the nintendo game Pikmin. I am, however, new to the whole coding ordeal. So for starters, can anyone help me with the chase cam so that when you press a button i goes behind the player.
Re: Nedd help with the Chase cam
In the console or a config file like config.cfg or autoexec.cfg
Pressing mouse1 and holding it will put camera behind player, releasing it will go back to normal.alias +chase_on "chase_active 1"
alias -chase_on "chase_active 0"
bind mouse1 +chase_on
The night is young. How else can I annoy the world before sunsrise? Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
Re: Nedd help with the Chase cam
Better make the Chasecam in QC, with chase_active 1 you can look thru brushes and the playermodel "rotates" when looking up/down...
Re: Nedd help with the Chase cam
how do i put the chasecamdrm_wayne wrote:Better make the Chasecam in QC, with chase_active 1 you can look thru brushes and the playermodel "rotates" when looking up/down...
Re: Nedd help with the Chase cam
Okay. i should have been a little bit more specific. In pikmin the player controls captin olimar in third person. the player can move front and back; side to side but the camera doesnt follow him. when you press the button. the camera moves from its position and goes behind the player. Kind of like when you play GTA and you turn the camera while driving a car but as you drive without rotating the camera moves behind the car. something like that but the camera need a button press to go behind.Baker wrote:In the console or a config file like config.cfg or autoexec.cfg
Pressing mouse1 and holding it will put camera behind player, releasing it will go back to normal.alias +chase_on "chase_active 1"
alias -chase_on "chase_active 0"
bind mouse1 +chase_on
Re: Nedd help with the Chase cam
The night is young. How else can I annoy the world before sunsrise? Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
Re: Nedd help with the Chase cam
Here is a nice chasecam too:
ftp://ftp.fu-berlin.de/pc/games/idgames ... asecam.zip
Needs some changes for your project, but its one of my fav cameras
ftp://ftp.fu-berlin.de/pc/games/idgames ... asecam.zip
Needs some changes for your project, but its one of my fav cameras
Re: Nedd help with the Chase cam
How can i add this to Kurok or Quakedrm_wayne wrote:Here is a nice chasecam too:
ftp://ftp.fu-berlin.de/pc/games/idgames ... asecam.zip
Needs some changes for your project, but its one of my fav cameras
Re: Nedd help with the Chase cam
by looking at the included qc sources and adding it to your own???mofu23 wrote:How can i add this to Kurok or Quake
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Re: Nedd help with the Chase cam
I suggest you first to master Quake modding in the PC, where there are more development resources, engines full of cool features and experienced people to help.mofu23 wrote:How can i add this to Kurok or Quakedrm_wayne wrote:Here is a nice chasecam too:
ftp://ftp.fu-berlin.de/pc/games/idgames ... asecam.zip
Needs some changes for your project, but its one of my fav cameras
Once you feel comfortable with things like compiling the game code to generate the progs.dat and make simple changes (like toying with the chasecam or weapons behavior), you could try to apply what you learned on the PSP.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)