Re: Panning Camera
Posted by French Toast on
Thu Jul 14th 2005 at 4:26am
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func_track or something along those lines? It's some entity like
that where I"m sure you could put it in a ( shape and get it to pan
back and forth.
Re: Panning Camera
Posted by French Toast on
Thu Jul 14th 2005 at 2:59pm
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Yeah, that's what I was getting at, I didn't know the exact
entities. I figured someone like you'ld come and fill in the
blanks :razz:
Re: Panning Camera
Posted by Andrei on
Thu Jul 14th 2005 at 3:06pm
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Func_tracktrain? Tsk Tsk Tsk. A func_door_rotating is the way to go. Just make it "open" and "close" continuously.
Re: Panning Camera
Posted by DrGlass on
Thu Jul 14th 2005 at 4:29pm
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If you dont want much controle over the pan of the camera, make a func_door_rotating name it door1 (or something). Then set up the distance you want it to rotate and make is passible (flag) and cover it in the nodraw texture.
Then set up your point_camera inside the box, set it's parent to door1. Now your camera will rotate with the door, your only problem... you need to get the door to move.
The simple way is to make a logic_timer and set it to fire the door every double the time your door is set to close (i.e. if you have a 3 second time for your door to close, set the timer to fire every 6 seconds) BUT logic_timers add to network overhead, thus adding lag to your map on internet play.
So if you really want your map to be as fast as it can be, we need a new way.
So you can also use (this may be easier for you) the door to trigger it's self! Set it's outputs to OnFullClose ---trigger--> Door1 ----> open ---delay--> 3
Thats it!
Re: Panning Camera
Posted by CLs on
Fri Jul 15th 2005 at 12:20am
Posted
2005-07-15 12:20am
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After a little tweaking of "Dr. Glass's Method" in regards to timing of the open/close settings, I got it to work to perfection...Thanxs
CLs