Third Person View (actually)
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Third Person View Release: 03/02/2022 Last Update: 03/28/2022 - Description - With this plugin you can use a new format of third view camera. Being able to see actually where you are aiming at. Also it supports as well grenades throw to the same point where you are aiming from the camera view's perspective. Keep in mind that it has a check to see if the user/entity you are shooting at is visible from the actual player view perspective (not from the camera). There's two points happening here, one view from the camera and another from the player view himself. Both visions are "aiming" at the same spot, but if there's something between the player actual perspective and the end point of the camera, it'll stop there (avoiding non-sense shooting throw walls, when the end point is not actually visible from the player default perspective). - Gameplay View https://imgur.com/ofLRA9p.png - Cvars tpcamera_distance = How distant the camera will be from the player tpcamera_right = How far right the camera will be from the player tpcamera_up = The height of the camera tpcamera_fraction = The fraction when the camera hits wall - Credits https://forums.alliedmods.net/showpo...84&postcount=9 https://forums.alliedmods.net/showpo...5&postcount=51 - Change log
Spoiler
Made with not much time, any feedback would be appreciated. Another OBSERVATION: it recreates the default firing sounds of the game since I had to block client-sided sparks and bullet holes. So if you use a custom plugin that changes the firing sounds, I've got bad news for you. |
Re: Third Person View (actually)
Interesting. Use clamps on the Cvars if too touchy IMHO RE:OBS. Have not looked at the code yet.
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Re: Third Person View (actually)
Well, not sure why would someone change the values THAT much. If so, i'm gonna let them notice possible issues and turn back to good values anyways.
I'm not getting them bugs anymore, but since it is not confirmed that the bugs doesn't happen when the cvars are changed too much, I'm gonna let the warning there. |
Re: Third Person View (actually)
Unless you're using them with emit_sound() or any other method of playing sounds except client_cmd(), you should precache "g_szDeploySounds" with precache_generic() instead of precache_sound().
The sounds are played client-side using client_cmd() so you don't need to waste precious resource space on them. precache_generic() does not add up to the 512 limit. |
Re: Third Person View (actually)
Done it. Also, fixed a weird-looking bug with the player angle not being the same as the camera.
Added too the feature of penetration of the bullets, it was stopping in the first hit point regardless it's thickness. Wrote a code that allows is again (not the same ofc, but works). Before: https://imgur.com/nxN9moO.png After: https://imgur.com/iFIvpr0.png |
Re: Third Person View (actually)
Didnt try it but good job
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Re: Third Person View (actually)
https://i.imgur.com/OZqAGWR.png
The plugin makes you invincible to bullets, not explosions As you can see in the photo, I was in front of the bot and the bullets bounced back ahaha On the other hand, it's great for a way to use the third person from the character's head |
Re: Third Person View (actually)
If you are using with bots, you wouldn't get hurt since the camera only gets created for normal players. Normal damage is blocked since the point of the player is different of the camera view. Also, makes no sense to make invincible to explosions.
Also what you mean by the bouncing bullets? |
Re: Third Person View (actually)
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Re: Third Person View (actually)
So far this is the best version of the camera that I have seen until today)
Yes, there are nuances, I don’t argue - but everything can be fixed, right?) Decals and all that can be done in the same way as in the first person For example so Code:
message_begin(MSG_BROADCAST, SVC_TEMPENTITY) But, there is a nuance - when shooting from your friend, even when shooting at your friends is disabled, you can safely kill him ... This is the main issue with the plugin. |
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