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Solved Coordinates of the player's camera first person view


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tonline_kms65
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Join Date: Aug 2016
Location: Ru. Komsomol-on-Amur
Old 03-26-2020 , 22:21   Re: Coordinates of the player's camera first person view
Reply With Quote #11

Quote:
Originally Posted by Balimbanana View Post
Try this:
Code:
SetVariantString("!activator");
AcceptEntityInput(ent_camera,"SetParent",client);
SetVariantString("eyes");
AcceptEntityInput(ent_camera,"SetParentAttachment");
Not all player models have an " eye " attachment, so this option is not allowed. I have already written about this. In addition, when the player model moves, the attachment will also move, this is also unacceptable.

Last edited by tonline_kms65; 03-26-2020 at 22:24.
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tonline_kms65
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Old 03-26-2020 , 23:06   Re: Coordinates of the player's camera first person view
Reply With Quote #12

Here's what I found!
I made a demo using source_tv to get a side view, that's what I got:

If the view is from the first person
https://forums.alliedmods.net/attach...1&d=1585277667
Correct location of the camera, repeating the animation, but the center of the point for attaching the camera is shifted to the feet of the 3D model of the player.
There is an error in the camera movement when the player looks up or down.

If the view is from a third person(from the side)
https://forums.alliedmods.net/attach...1&d=1585277687
Incorrect location of the camera(behind the 3D model of the player), the animation of the player's movement (left-right/up-down view) is not repeated at all.

The player's entity consists of 2 connected 3D models:
- One v_model (first-person view).
- The other is the view of the model from the side.
Obviously, I attach the camera to the player's model with a 3-person view (side view).
Attached Images
File Type: jpg ent_cam.jpg (68.8 KB, 221 views)
File Type: jpg ent_cam01.jpg (61.3 KB, 170 views)

Last edited by tonline_kms65; 03-26-2020 at 23:33.
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tonline_kms65
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Old 03-26-2020 , 23:21   Re: Coordinates of the player's camera first person view
Reply With Quote #13

Quote:
Originally Posted by Bacardi View Post
If you are teleporting too soon on player while he spawn for example ?

First the player is born, much later I attach the camera.

What I need it for, video(slightly off topic)
Video https://youtu.be/eYOhtOlOeBg
Last https://youtu.be/cFzCNxhfwjU

Last edited by tonline_kms65; 03-27-2020 at 01:02.
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andi67
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Old 03-27-2020 , 08:16   Re: Coordinates of the player's camera first person view
Reply With Quote #14

Quote:
Not all player models have an " eye " attachment, so this option is not allowed. I have already written about this. In addition, when the player model moves, the attachment will also move, this is also unacceptable.
Assuming the game is CSGO the attachmentpoint is "facemask" and should absolutly do what you want.....
Attached Images
File Type: jpg facemask.jpg (27.0 KB, 100 views)
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>>You need Models for DODS/CSS/CSGO , than click here!!!<<
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tonline_kms65
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Old 03-27-2020 , 09:40   Re: Coordinates of the player's camera first person view
Reply With Quote #15

Quote:
Originally Posted by andi67 View Post
Assuming the game is CSGO the attachmentpoint is "facemask" and should absolutly do what you want.....
I'm sorry, I forgot to say, the Counter-Strike engine:Source
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andi67
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Old 03-27-2020 , 10:13   Re: Coordinates of the player's camera first person view
Reply With Quote #16

than use "forward" attachmentpoint.....
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Waiting for HL3,Day of Defeat3 ,but will it ever come? So I'm gonna play COD WW2.>>>>SM_SKINCHOOSER<<<<
>>You need Models for DODS/CSS/CSGO , than click here!!!<<
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tonline_kms65
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Old 03-27-2020 , 18:24   Re: Coordinates of the player's camera first person view
Reply With Quote #17

I have taken an alternative path so far. Just like I did in my plugins "Drone", "RCDroneHeli".
The camera was set to the coordinates of the player's eye, and the camera's view control was made dependent on the player's view.
Code to control the camera in "OnPlayerRunCmd"

It's decided!
Rechecked and tested. Everything works perfectly, which is what I wanted to achieve.

Last edited by tonline_kms65; 03-28-2020 at 00:38.
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