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Determine if camera is currently being looked through?

  • CptOblivion

    Maybe this is more of a suggestion than a "How Do I" but it seems like "transition done" should instead be "transition progress" and hold at 1 when it's done and return 0 if another camera takes over (you can always put a pulse at on signal manipulator if you want a pulse when the transition is done)

  • Supposer

    You could use the exclusive gate, yeah. But presumably there's already some logic in place that turns the new camera on. Could that not be used to tell you if that camera is now the current one?

    I think I'm just a bit unclear as to the use case for this. Maybe I could help more specifically with a better picture of the setup and why you need to do this.

  • LadyLexUK
    Conversation starter

    Use a variable or a counter and reset or change the number when you transition to and from the camera

  • CptOblivion

    I ended up using exclusive gates, it works pretty well now. I suppose I was due to learn how to use 'em anyways.

    In this case I have zones that detect the character in a point-and-click game, and activate different cameras depending on where the character is standing. I'm disabling player input while the transition between cameras is happening and for a short bit after (to prevent accidental "clicks" on ground while the view is moving around, or immediately after a cut between cameras e.g. to avoid the "walk in a room and walk right back out" problem that happens in a lot of games where the camera moves on its own). In a more general sense it's also handy to be able to manually adjust things like various sound and screen effects depending on the camera, I just have to make sure I remember only to ever stamp cameras from "my creations" instead of the regular menu.

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