Game Development Reference
In-Depth Information
ReplicateMove(DeltaTime, NewAccel, DoubleClickMove,
OldRotation - Rotation);
}
else
{
ProcessMove(DeltaTime, NewAccel, DoubleClickMove,
OldRotation - Rotation);
}
bPressedJump=bSaveJump;
}
}
}
5.
All that's left now is our default property, where we set the camera we'll be using,
in this case, our side-scrolling camera:
defaultproperties
{
CameraClass = Class'SideScrollingCam'
}
With our player controller configured, we can now move on to the actual camera itself.
6.
Make a new class called SideScrollingCamand , and have it extend from Camera :
class SideScrollingCam extends Camera;
7.
The rest of our code will be nearly identical to that found in our other camera classes.
I did change the socket that the camera is based off of, however. Previously, we were
using the WeaponSocket socket, which is where the pawn grips the weapon. This
time I prefer to use the pawn's HeadShotGoreSocket , as I feel it gives me a better
perspective of the world.
/** socket not found, use the other way of updating vectors */
if (Pawn.Mesh.GetSocketWorldLocationAndRotation
('HeadShotGoreSocket', OutVT.POV.Location,
OutVT.POV.Rotation) == false)
8. We don't want to see our pawn's first person weapon again, now that we're using
a perspective outside of the pawn's eyes, so let's hide that as well. Place this code
just above where you placed the code for step 7:
/** Hide the pawn's third person weapaon */
if(Pawn.Weapon != none)
{
Pawn.Weapon.SetHidden(true);
}
 
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