Staredit Network > Forums > SC2 Assistance > Topic: Camera Problem
Camera Problem
Aug 15 2010, 8:15 pm
By: deathfromace  

Aug 15 2010, 8:15 pm deathfromace Post #1



This is another problem that seems to have came out of no where on top of my long standing problem http://www.staredit.net/topic/12114/last/&skin=#special

I made a video showing my problem and as I said in the video here are all my triggers that deal with the camera and I just can't find why its messing up.

http://www.xfire.com/video/3391a4/

Quote
Player One
Events
Game - Map initialization
Local Variables
Conditions
Actions
Unit Selection - Select Zealot [240.50, 209.50] for player 1
Unit - Order Zealot [240.50, 209.50] to ( Turn targeting ((Position of Zealot [240.50, 209.50]) offset by 1.0 towards Run_Angle degrees)) (Replace Existing Orders)
Variable - Set Run_Angle = (Current camera yaw of player 1)
Unit - Turn Zealot [240.50, 209.50] Highlightable state Off
Unit - Turn Zealot [240.50, 209.50] Highlighted state Off
Unit - Turn Zealot [240.50, 209.50] Selectable state Off
Unit - Turn Zealot [240.50, 209.50] Status Bar state Off
Camera - Follow for player 1 (Unit group(Zealot [240.50, 209.50])) with the camera and Clear Current Target
Camera - Apply Camera 001 for player 1 over 0.0 seconds with 100% initial velocity, 0% deceleration, and Include Target
Camera - Turn camera height displacement Off for player 1
Camera - Set camera mouse Pitch rotation speed to 0.2 for player 1
Camera - Lock camera input for player 1
Camera - Set camera mouse Yaw rotation speed to 0.2 for player 1
Visibility - Change visibility for player 1 to Unexplored within (Entire map) and Do Not check cliff level

I highly doubt its any of those as I have had them for a while and nothing has went wrong until recently. When I set my camera to a high birds eye view it seems to work fine but I don't know why. I am not near the edge of the map that would cause the camera to mess up.

Edit: Now that I think about it the problem started shortly after I finished my maze...but would all the walls really cause this problem?
..Nope just deleted every single wall and that was not the problem.

Edit: Just saw this come up but no idea what its referring to

Quote
Warning: Orphaned trigger function call removed: Function Call 'Triggering Unit' (Function Call, 961269C7, Lib: 0)
Warning: Orphaned trigger function call removed: Function Call 'Last Created Unit' (Function Call, 5255404B, Lib: 0)
Warning: Orphaned trigger function call removed: Function Call 'Last Created Unit' (Function Call, 442106D0, Lib: 0)
Warning: Orphaned trigger function call removed: Function Call 'Triggering Unit' (Function Call, B27AECE8, Lib: 0)
Warning: Empty trigger element reference removed from Function Call 'If Then Else'
Warning: Invalid trigger element reference removed from Parameter Value 'Unknown' (Function Call, B27AECE8, Lib: 0)
Warning: Invalid trigger element reference removed from Parameter Value 'Unknown' (Function Call, 961269C7, Lib: 0)
Warning: Invalid trigger element reference removed from Parameter Value 'Unknown' (Function Call, 5255404B, Lib: 0)
Warning: Invalid trigger element reference removed from Parameter Value 'Unknown' (Function Call, 442106D0, Lib: 0)


Post has been edited 2 time(s), last time on Aug 15 2010, 11:08 pm by deathfromace.



None.

Aug 16 2010, 3:22 am shmeeps Post #2



If it is terrain, you might try adding in:

Code
Camera - Turn camera height smoothing Off for player Counter


This will make the camera not compensate for terrain.

As far as for the errors. I've had things like this pop up all over several maps, but haven't really noticed any changes or deleted triggers. I assume they are important, but I haven't found if they really change anything or not.



None.

Aug 16 2010, 6:53 am deathfromace Post #3



Yeah I can't find what the error says was changed and I have a limited number of if triggers and all are still there. I have found out if I zoom out a bit more the camera acts exactly like it should. I deleted all the walls and sight blockers and it changed nothing so maybe the camera is just not meant to be zoomed in that much?



None.

Aug 16 2010, 7:18 am shmeeps Post #4



It could be. Camera objects seem to actually have collision detection, you notice it a lot with third person shooter cameras, if you hug a way it'll kind of push the camera away. I could be something similar happening with it being too close to the ground and any deformations pushing the camera out of the way.



None.

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