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Moving the "Camera"?

Started by Xman321, September 28, 2015, 06:33:06 PM

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Xman321

I've heard that it's possible to zoom the camera in or out. That's good to know, and I'll probably end up using the function, but is it possible to force the camera to move up, down, left, and right? If so, how do I get the camera to focus on a character for a move? Ex: Knocking a character into the air, but keeping the camera on the attacker, instead of following the person attacked upwards.

altoiddealer

Quote from: Xman321 on September 28, 2015, 06:33:06 PM
I've heard that it's possible to zoom the camera in or out. That's good to know, and I'll probably end up using the function, but is it possible to force the camera to move up, down, left, and right? If so, how do I get the camera to focus on a character for a move? Ex: Knocking a character into the air, but keeping the camera on the attacker, instead of following the person attacked upwards.

If the opponent is in a custom state, use this state controller:

[State Xxx]
type = Screenbound
trigger1 = 1

This allows leaving the screen, and stops the camera from following the player.

Read more about the Screenbound controller in the docs


Xman321

Quote from: altoiddealer on September 28, 2015, 07:35:58 PM
Quote from: Xman321 on September 28, 2015, 06:33:06 PM
I've heard that it's possible to zoom the camera in or out. That's good to know, and I'll probably end up using the function, but is it possible to force the camera to move up, down, left, and right? If so, how do I get the camera to focus on a character for a move? Ex: Knocking a character into the air, but keeping the camera on the attacker, instead of following the person attacked upwards.

If the opponent is in a custom state, use this state controller:

[State Xxx]
type = Screenbound
trigger1 = 1

This allows leaving the screen, and stops the camera from following the player.

Read more about the Screenbound controller in the docs

How would I put the opponent in a custom state? I hear that a lot, but it's no use to me without understanding how to do it.

altoiddealer

You are going to need to read the documentation a bit and examine some characters CNS files to truly understand how they work.

There are two ways to put P2 into a custom state:

#1 - use the "p2stateno" attribute in your attack's HitDef

#2 - use TargetState controller.  The enemy has to be a target for it to work.


So go with #1.  If your attack is State 3000, you might consider making the custom state State 3001.

So you define this state which has all of the behavior that you want P2 to perform.  You would include the Screenbound controller.  It should also have a SelfState controller.


Go look at the code in some characters and read the docs.


Odb718

If you truly need the camera to be focused on 1 particular spot, you'll have to spoof your characters by making them explods.
Again, you'd have to have them in custom states. But the camera following P1 and P2 is also defined in the stage.  You may never get it exactly perfect without a lot of work.
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