attach_view error
The problem is, the camera always spawns at 0,0,0. I have looked at many different threads where people have had this problem, but no solution was ever found. So I hope this might be different:
Code:
I make the camera, set it on the target's origin, set it to follow the target, make the player see through the camera, then cosntantly update the camera's angels to match the targets. Neither the origin setting nor angle update works, but the player can see through the camera at 0,0,0. |
I was mistaken, the camera spawns in seemingly random places each time the function runs. I'll try messing with the origin, seeing if different methods of getting it will work.
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im having the exact same problem (trying to make a camera too)
could u reply here if u get on with it? (will do the same if i find anything) :wink: |
You shouldn't be using this native:
DispatchSpawn(camera) ^ the camera is created and spawned so why are you using this? Besides its mainly for normal HL entities, not customised ones. You shouldn't need to update the angles, since movetype FOLLOW is as is, in which it should track your aiment. |
Target: After dispatching key values, you must dispatch a spawn, or else the engine won't know what the new keyvalues are.
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Perhaps I'm blind Twilight Suzuka but I don't see the use of a DispatchKeyValue in the above code, which is when DispatchSpawn is mean't to be called!
Do you, or are you on drugs :shock: |
note to twilight :
never challenge Targie boy in code :\ he's impossible to beat :( :( :( |
Quote:
Its not as if I didn't not read the actual script, then assume that the person who made this thread wasn't a complete total idiot, who would never dream of doing something as stupid as randomly throwing in a DispatchSpawn! Oh wait. Turns out, that situation is completely correct. Then again, my information still stands. After a DispatchKeyValue, you should use a DispatchSpawn. |
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Hmm, that's awesome. So maybe he can tell me why music played through client_connect( id ) is stopped when you're put into the server and how to prevent that? :wink: |
There is a global stopsound put forth on putinserver to prevent sounds from carrying between servers. You'll need to reset the sound.
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