Talk:Over the Shoulder View
This article needs some converting, to format to wiki standards.--Gear 09:37, 8 Jun 2008 (PDT)
- Working on it, I just wanted to get it up there so people could have this info sooner since this seemed to me to be in pretty high demand. --Azaral 11:55, 8 Jun 2008 (CDT)
- I will be able to clean this up later tonight, not enough time right now. I think I made it thirdperson all the way through though. --Azaral 12:10,8 Jun 2008 (CDT)
- It should be good to go now unless there is something else I missed. Let me know and I will make the appropriate changes, thanks! --Azaral 22:26 8 Jun 2008 (CDT)
- For animations working in SP you need add SetAnimation. --xuyase 23:22 7 Jul 2008.
I get about 35 syntax and other various errors when compiling a SP HL2 mod ONLY adding this code and building as of today. I'm really interested in getting this working so any help would be appreciated, thanks. --vradinolfi 05:14 24 March 2009 (EST)
- I managed to get this to compile in Orangebox SP Mod however having mass trouble using the camera ingame.
- The view makes me feel sick like its set to FOV 300 or something silly, looks like a fisheye effect and the flashlight is repeated about 4 million times into infinity getting closer towards the player almost like a fractal.
- The part about hl2mp_player.cpp is where its going sour, because i used hl2_player.cpp and found the similar function however the "if" and "else" statements confuse me beyond words in that particular part of the file.
- Would be good to get this working with a proper tutorial, but thanks all the same for sharing :) --Jenkins08 14:32, 4 April 2009 (UTC)
- You perhaps accidently set m_CameraIsOrthographic = false; to true? I once did it and got a very weird distorted 1st person view.
- For me the 3rd person view only works while in launching the game in dev mode and loading a level with the 'map' command. --Bluestrike 10:52, 29 July 2009 (UTC)
- You can fix that by removing the cheat checks in the Camera file thing (Forgot what it's called). --Adam.GameDev 9:25, 2 May 2010 (GMT)
I can get everything working as described, just wondering if there's a way to properly fix the broken crosshair issue. In other words, a way that makes the player's aim stay targeted at the centre of the screen instead of just moving the crosshair on the HUD to reflect the wonky aim. It's a great temporary fix, sure, but hardly feasible for use in an actual mod (although I do like the side effect of showing recoil - looks great in first-person mode). --Vic_kothe 12:23, 17 May 2010 (UTC)
Is enyone else having a problem with other players not rotating? --DanielHands008 10:36, 26 January 2011 (UTC)
I was wondering if it would be fine when I'd replace major parts of this tut so you end up with proper aiming and no jumping crosshair. Would there still be any interest anyway/ thoughts? --Biohazard 17:25, 28 January 2011 (UTC)
- It's grossly out of date, and didn't really work well in the first place. I'd say go right ahead!--1/4 Life 22:37, 28 January 2011 (UTC)
- Okay, I've updated the tut now. There are issues that could still be resolved though - since like forever there's an interpolation issue or something (no pred errors) for the local client that is the listenserver host, forcing net_fakelag to 1 gets rid of that, but yeah; does anyone know an actual fix?
- Also I was unable to get the standard muzzleflashes to work. Of course you could add a new system or do something that requires model manipulation, but that would not belong here I suppose. First of in 'void CTempEnts::MuzzleFlash( const Vector& pos1, const QAngle& angles, int type, ClientEntityHandle_t hEntity, bool firstPerson )' the attachment 1 is hardcoded, it should be 0, using LookupAttachment("muzzle_flash") does return the correct one, but then it fails later when dispatching particles, the attachment transformations seem invalid. --Biohazard 22:03, 29 January 2011 (UTC)