...how does one pull crazy camera stuff like this off?
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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
krazy kamera trix??!?!?!11?!
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dustinechoes849
- OldUnreal Member
- Posts: 480
- Joined: Sat Feb 28, 2015 1:56 am
krazy kamera trix??!?!?!11?!
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?
...how does one pull crazy camera stuff like this off?
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LannFyre
- OldUnreal Member
- Posts: 157
- Joined: Fri Mar 13, 2015 7:01 am
Re: krazy kamera trix??!?!?!11?!
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