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InsideQC Forums • View topic - Floating Camera

Floating Camera

Discuss programming in the QuakeC language.

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Floating Camera

Postby Quake Matt » Mon Oct 30, 2006 7:54 pm

Hi, guys!

I'm going to write a tutorial for a friend about making a floating camera, like you'd get in a spectator mode, but I'm not sure if my way is the right way.

The most obvious way to fly would be to use movetype_fly, but I never got it to work properly. Instead, I left the player on the regular walking movetype and just offset gravity every prethink, making sure to keep fl_onground in check. It works nicely as far as I can tell, but I'm a bit concerned about the effect it'd have on some engines and also how well it'd behave in multiplayer.

As for controls, I hijacked the player's velocity vector every frame to 'read' keypresses. This is handy because I can then write my own movement system but, again, is it the best way?

Thanks in advance!
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Postby FrikaC » Wed Nov 01, 2006 10:35 am

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Postby Quake Matt » Sun Nov 05, 2006 12:08 pm

I think I'd rather not let the player go through walls, though. Is it possible to use movetype_fly at all, or is that restricted only to non-player entities?
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Postby Spike » Mon Nov 06, 2006 11:53 pm

.
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Postby Quake Matt » Tue Nov 07, 2006 1:23 pm

Last edited by Quake Matt on Tue Nov 07, 2006 11:26 pm, edited 1 time in total.
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Postby FrikaC » Tue Nov 07, 2006 9:23 pm

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Postby Spike » Wed Nov 08, 2006 2:22 am

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Postby Sajt » Wed Nov 08, 2006 2:42 am

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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