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Chasecam
http://www.coopordie.com/forum/viewtopic.php?f=8&t=462
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Author:  ANDREI [ Fri Oct 23, 2009 8:50 pm ]
Post subject:  Chasecam

i think at an unlimited map (just an illusion). this means that you are here:

_ _ _ _ _ _ _
|------------|
|------------|
|------------|
|------.------|
|_ _ _ _ _ _ _|

then, you move here:

_ _ _ _ _ _ _
|------------|
|------------|
|------------| = here is chasecam
|-----------.|
|_ _ _ _ _ _ _|

what about some invisible walls? that just blocks player but chasecam not and you can still look in front.


or, you can do a chasecam like on EGL (for quake 2) or GTA..

Author:  xRDVx [ Fri Oct 23, 2009 9:50 pm ]
Post subject:  Re: Chasecam

Eh, I like more the way DeadSpace works =)

Because we actually have to "cross air" where we shoot. On EGL it happens to not do that.. I've tested it. In any case.. yeah, why not. but.. you've just realized that the probabliest thing is that we work on an Island, and therefore, there shouldn't be any... limitants, more than the acid that kills you?

Just saying.. though isn't a bad idea ;)

Author:  ANDREI [ Sat Oct 24, 2009 10:47 am ]
Post subject:  Re: Chasecam

xRDVx wrote:
Because we actually have to "cross air" where we shoot. On EGL it happens to not do that.


hey, i was a talking about CHASECAM >_> not crosshair

Author:  Pat AfterMoon [ Sat Oct 24, 2009 12:17 pm ]
Post subject:  Re: Chasecam

I'm not sure if I understood all your purpose ANDREI, but I will implement something like the dead space camera management, and we will see...

Author:  xRDVx [ Sat Oct 24, 2009 3:33 pm ]
Post subject:  Re: Chasecam

uh.. The chasecam.. Uh... I guess I shouldn't have said that... But.. I guess what he means is for example. We die (If there is the possibility), therefore, we'll be seeing someone... as for example, on left 4 dead, when we are deads..

That's the objective though.

Now... which way would be the best to implement it? I don't quite know. There would be the same problem as in the camera of the player itself.

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