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krazy kamera trix??!?!?!11?!

The section related to UnrealScript and modding. This board is for coders to discuss and exchange experiences or ask questions.
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dustinechoes849
OldUnreal Member
Posts: 480
Joined: Sat Feb 28, 2015 1:56 am

krazy kamera trix??!?!?!11?!

Post by dustinechoes849 »

Been messing around with UScript a lot recently, looking at the code for default classes, and seeing how still was done, etc. and I've been wondering...

...how does one pull crazy camera stuff like this off? :D



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LannFyre
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Posts: 157
Joined: Fri Mar 13, 2015 7:01 am

Re: krazy kamera trix??!?!?!11?!

Post by LannFyre »

When I update my project's page with a full working level, look at the code for a camera I've been updating under ScriptedPawns.  It will be the most recent and will show how to make the camera follow a pawn, have options that are viewable in the map editor, and (hopefully) have a movement option for transitioning to new spots on the map. I don't know about the default unreal camera system, I just understand that the camera finds a subclass of playerpawn, eventually will need to figure out if the player is the actual local player, then begin with whatever settings it is set to receive.
Last edited by LannFyre on Sat Nov 12, 2016 3:09 am, edited 1 time in total.
i tryin'a be a gud boi

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