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Author Topic: 3rd Person  (Read 626 times)
Architex
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« on: January 20, 2009, 05:49:50 PM »

Hello all, I did a search on this but nothing comes up.  In beyondvirtual I knew how to change cameras to 3rd Person mode, but now with Gamecore, it is as if everything has changed.  How do I go about this?  I just cant figure it out.
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hikmayan
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« Reply #1 on: January 21, 2009, 12:30:50 AM »

If you have the latest GC 2.1, even GC2.0; Lunch the Editor and go through the included tutorials...lots of good tutorials ships with GC now.Have you already gone through the tutorials and have more questions;feel free to post.
There iare "Camera Control Tutorial/Camera Focus tutorial". Check those out first.
« Last Edit: January 21, 2009, 12:39:09 AM by hikmayan » Logged

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pixel_legolas
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« Reply #2 on: January 21, 2009, 10:58:26 AM »

i think in the players opr in the bottom you have alot of settings. Look here:

Code:
ControllerSetting CameraMode Attached
ControllerSettingUsage CameraMode Selects the camera mode. Can be one of the following: Attached (rotates with player), Follow (gets dragged along behind player), or Offset (camera stays at a fixed offset from the player position, rotation is ignored).
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Architex
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« Reply #3 on: January 22, 2009, 12:37:13 AM »

Yeah, sorry, I already figured it out.  New stuff in here, kind of tinkering with everything, but I've got it.  Thanks.  However, I find myself in another prediciment (Huh), I cant figure out how to put the rifle in GC 2 ( the regular bullet-gun, not a ray gun, flame thrower, etc. ).  If anybody can tell me how it would be great, but, as before, I'm fiddling around with it.  Maybe I'll figure it out. 
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gekido
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« Reply #4 on: January 28, 2009, 09:19:26 PM »

I'm working on step-by-step walkthroughs of setting up & using the default scripts, but weapons are pretty basic:

essentially there is two objects used by a weapon - the pickup version and the 'weapon' itself. each of the default weapons pack examples have one of each.  the easiest way to mod one of them is to pick the weapon with the closest type of effect and then simply replace the object that the opr is loading (ie the LoadObject line) to point to your model.
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