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#1

How to: Allow the player to tilt the camera using the pad.

Archive: 4 posts


A simple one this, it hardly even needs an explanation:

http://i.imgur.com/2BtXg.jpg

In this setup the pad's tilt will angle the camera. Each camera has the same zoom and track player settings; the only difference is the tilt. Left camera tilted left, right tilted right, etc. The centre camera is looking straight-on. Each input type is set to 'Activation Scale'.

It's pretty nifty, works well in my level.

You could use this exact set-up for the analogue sticks also. To use the D-pad or any other of the binary buttons you'd probably want to figure out a way to 'save' the analogue value, e.g. using a timer.

An alternate use for this could be to put a roll on the two side cameras and use the pad to control a motorcycle game.

*Info update from Aya024*

"Worth noting there's a 'bug' with Activation Scale such that the new camera settings affect all players in an online multiplayer game, instead of just the one(s) in range of the camzone"
2011-03-02 01:40:00

Author:
merkaba48
Posts: 79


Ooh I was actually looking for a way to do that, but gave up on the level idea, but that still is pretty handy.2011-03-02 04:16:00

Author:
Jayhawk_er
Posts: 403


Each input type is set to 'Activation Scale'.

Worth noting there's a 'bug' with Activation Scale such that the new camera settings affect all players in an online multiplayer game, instead of just the one(s) in range of the camzone, so it's perhaps slightly less useful than you might think.
2011-03-02 18:31:00

Author:
Aya042
Posts: 2870


Oh, that is certainly good to know. I'll update the original post with that info. It doesn't matter with my level thankfully, as playing in multiplayer messes the level up anyway (Single player puzzle level)2011-03-05 14:33:00

Author:
merkaba48
Posts: 79


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