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I can agree that this would be useful. I've got a mod which allows players to ping locations, drawing the ping on the screen with scaling and positioning dependent on the camera actor's distance and angle. However, due to the inability to get the physical camera's location and angle, it can't handle chasecam nor death falling very well, since the camera is desynced from the actor in these cases. |
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Maybe "GetPlayerChasecam" can be extended to support an extra parameter that returns what kind of information you want (e.g. enabled/disabled, x-pos, y-pos, or z-pos). I didn't like how limited this function was since it got added in 3.1, and I'd rather combine this function and the proposed idea into something more utilitarian.
For backwards compatibility, the new parameter should be optional and return the chasecam status if unspecified. |
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That would work with cutting out the third person part of the code, though there's still the issue of getting viewz in First Person so the movement of the sky isn't jarring...
'https://youtu.be/7gABs9ytK6M [^]' |
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As long as the extended functionality to GetPlayerChasecam is capable of getting the player's camera location regardless of chasecam status, I think that could be an acceptable solution.
As an example, if the player has `r_deathcamera` disabled, their camera slowly lowers to the ground whenever they die. For scenarios such as HudMessageOnActor (or similar setups), this camera positioning isn't very easy to account for. I'd imagine that same issue exists for the view bobbing that BarrelsOFun is referring to. |
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