chaser = new ChaseCamera(camera, player, props);
chaser.setMaxDistance(8);
chaser.setMinDistance(2);
I like the smooth way it follow the char, but i dont like the way it moves with the mouse movemennt, 'cause i have elements on the screen that the user should click on.
So, ss it possible to desactivate this mouse movement or only activate it when the right mouse button is down (like on World of Warcraft)?
Here is a MouseAdapter I wrote for a little test app I made.
It it using the same mouse handling as the Unreal 3 Editor. When any mouse button or both mouse buttons are held down I hide and lock the mouse pointer until it is released again. This way I can move around in the scene when the buttons are pressed down and have a pointer when they aren't.
Here's the code so you can see how I did it. Tho this isn't really what you are looking for it atleast shows a way to switch between pointer and no pointer when writing your own mouse adapter
Dam, I didn't look into the forums for 2 weeks to help you with the "inverted thing" Problem above, you can change it with props.put(ThirdPersonMouseLook.PROP_INVERTEDY, "true");
Though I guess you figured it out yourself already.
However I am working on something equal and now I am wondering if it's possible to zoom in and out more than the small zoom-step you can do in the flagrushtutorial: I already looked into the API finding some values like MAXDISTANCE or MAXROLLOUT and tried
Is there also any way to make the camera go up and down smoother? It seems that when I elevate or drop the camera, it snaps to a position. I can either be really high, or really low. I'd prefer it to be able to be smooth and allow multiple POVs
@Trussel: I have the same problem if you mean that when using the mouse in ThirdPerson to look up & down it "snaps" somehow either too much up or too much down. Therefore it is not as comfortable as the FirstPersonMouseLook of the default Camera which is smooth in all directions.
I don't know exactly why but I guess this is because the Camera is bound to the "grid" of a Sphere and each time you get in between the grid it snaps to either the above or beyond gridline.
Ah interesting your solution, Trussel, feels a bit better in the mouse-movement than mine. Though I don't know why that's the case. But I will adapt it, so thank you