Bug #10875

Minor spectator bugs still there

Added by columdrum over 5 years ago. Updated about 5 years ago.

Status:Closed Start date:05/27/2010
Priority:Low Due date:
Assignee:Xeno % Done:

100%

Category:Script
Target version:1.3
Component:ace_sys_spectator Affected Version:
Close Reason:

Description

Hi i already reported this before, there aren't critical bugs, but there are still there:
http://dev-heaven.net/issues/10610

The dropped camera still auto-cancels if you pass over some units. Thats the important one. The other that it's still there is that sometimes you can't change target while in first person camera, you can just change camera and then change the target so it isn't too important, but still is a bug ^^.

Associated revisions

Revision 7ff59f90
Added by Xeno about 5 years ago

~CHANGED: ace_sys_spectator_dropped_check is now false as default. When the camera is dropped you can choose another unit by just clicking it on the screen, refs #10875

Revision ff36b018
Added by Xeno about 5 years ago

~CHANGED: Show the name of the unit under the mouse cursor onscreen in dropped camera mode, refs #10875

History

Updated by columdrum over 5 years ago

I forgot to add:
ACE2 version tested: @359

Updated by rocko over 5 years ago

  • Assignee set to ViperMaul
  • Priority changed from Normal to Low
  • Target version set to 395

Updated by ViperMaul over 5 years ago

Columdrum,

Thanks for the feedback.

The quick response is this...
// if ace_sys_spectator_dropped_check is set to false no nearby target gets acquired

I will discuss with Xeno the possibility of changing the default behavior to act like the following:
only nearby targets gets acquired if there is a left mouse click in the main 3D Camera View.
But I cannot unfortunately promise anything at this time.

Again keep the feedback coming!
Thanks.

Updated by columdrum over 5 years ago

Thx dropped_check works, but still i think that isn't the best solution. I will try to explain myself:

*First case, if you dont use ace_sys_spectator_dropped_check= false:

Good things: you can se the names of the units you are targeting.

Bad things: it gets cancelled randomly when passing over units. And it's really dificult to enter dropped mode if your target is a vehicle. For example if you current target is a pickup with all the seats occupied, if you try to enter the dropped camera it gets instantly disabled ...

*Second case ace_sys_spectator_dropped_check = false used :

Good things: you can film from fixed locations without been worried that the camera would fix to any unit who passes through the center of the screen.

Bad thigs: You don't see the name of the unit you are looking at,and when you cancel the dropped camera mode( pressing spacebar again) you will return to the unit you where watching before you activate the dropped camera. I think that it would better that if you cancel the dropped camera near to a unit, then target that unit.

I think that te best solution is that the camera doesn't get cancelled if you pass over a unit, but when you pass over one, it should show his name, and if you press spacebar when the name is shown then the dropped mode should be cancelled and the camera should target that unit. The behavior that you commented, of using a mouse click is also other good solution, but i think that what i said is easier to implement :P.

Sorry i can't splain better. But for now i will use ace_sys_spectator_dropped_check = false for recording :).

Updated by Xeno about 5 years ago

  • Status changed from New to Feedback

ace_sys_spectator_dropped_check = false is now default.

In dropped mode you can click on another unit onscreen to select it.

Is this what you wanted ?

Updated by columdrum about 5 years ago

Awesome work, thanks. The only thing missing is the name of the unit you are aiming at, while you're in dropped mode.It was there in previus version when ace_sys_spectator_dropped_check = true, so it should be easy to "re-add" when you use ace_sys_spectator_dropped_check = false.

Updated by Xeno about 5 years ago

No, it wasn't part of spectator but of sys recognize and disabled because wasn't it you who asked for it ? :D

Updated by columdrum about 5 years ago

No, the recognize was bugged, because you saw the name of the unit you last saw before start the spectator script, not the name of the unit you where aiming at with the camera, and that was really anoying having the name in the midle of screen all time.

Updated by Xeno about 5 years ago

Then it needs complete new resources and some scripting magic.

Updated by Xeno about 5 years ago

  • Category set to Script
  • Status changed from Feedback to Closed
  • Assignee changed from ViperMaul to Xeno
  • Target version changed from 395 to 1.2
  • % Done changed from 0 to 100
  • Component set to ace_sys_spectator

Implemented, see changes on the upper right side of the page.

Closing this now.

Updated by columdrum about 5 years ago

Just tested it, great job, with this and the new variable to exclude units from spectate, it's almost perfect :D.

Updated by Sickboy about 5 years ago

  • Target version changed from 1.2 to 1.3

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