Anyway, I'm disabling this whole new camera thingey again. It people want it, Game Preferences allows them to switch it on.
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Have to learn that - probably easier than adding a locator and make pchar turn to it.It IS possible to set the dialog camera as you wish in certain quest cases.
This is what I've used:Have to learn that - probably easier than adding a locator and make pchar turn to it.
case "Captured_on_Oxbay5":
locCameraRight(NPChar); // <-------------------------------------------------------
Ship_Detonate(pchar, true, false);
Ship_Detonate(pchar, true, false);
Ship_Detonate(pchar, true, false);
Ship_Detonate(pchar, true, false);
dialog.text = DLG_TEXT[220] + pchar.lastname + DLG_TEXT[221];
Link.l1 = DLG_TEXT[222];
Link.l1.go = "Captured_on_Oxbay6";
RemoveCharacterEquip(pchar, BLADE_ITEM_TYPE);
RemoveCharacterEquip(pchar, GUN_ITEM_TYPE);
EnableEquip(pchar, BLADE_ITEM_TYPE, false);
EnableEquip(pchar, GUN_ITEM_TYPE, false);
break;
Hmm, I'll see if I can remember to do that next time I do a WinMerge with WIP 12. Perhaps I can then speed up the sidestep too; if you just want to go place, then it is a rather slow method, isn't it?Another thing: I notice that the sidestep now is limited to a meter or two. The old case was very convenient
for exploring off pist areas far away. Is there any chance we can have a switch (for modders) to that.
locCameraRight(NPChar);
Don't know how that works.I suppose the Free Camera mode isn't good enough?
You need the actual coordinates.
Bottom of PROGRAM\InternalSettings.h set FREE_CAMERA to 1. Use Tab to switch. Won't give you the coordinates though.Don't know how that works.![]()
It is the Woodes Rogers storyline.ok, I am ignorant. What is the JRH quest?
As a simple solution, have you tried increasing these InternalSettings values?Another thing: I notice that the sidestep now is limited to a meter or two. The old case was very convenient
for exploring off pist areas far away. Is there any chance we can have a switch (for modders) to that.
// Motion control
#define STRAIF_DIST 1.0 // FLOAT - added by MAXIMUS for Corsairs-III models (useless description, isn't it)<==Maybe it so, but this float MUST be unalterable, so - no description needed (Maximus)
#define SIDESTEP_DIST 0.05 // FLOAT - Off=0.0, distance traveled per step when sidestepping.
#define SIDESTEP_DELAY 10 // INT - Default=100, time delay in milliseconds between sidesteps. 1000 / this * dist = rate per second
#define SIDESTEP_CHECK 0 // BOOL - Off=0, Default=1, Prevent player from teleporting out of location via sidestep. DOESN'T WORK!
Yes please, I really would like that.Indeed I removed it after that. That's why I asked if you'd prefer one value for left and one for right.
Working on it.Yes please, I really would like that.![]()
Yeah, I don't want to impede you in your work.It's getting difficult to work otherwise.![]()
Indeed they do. I have thought about it but they're getting importantI was wondering.... now that the worldmap has been completely rearranged, do your items_maps2.tga.tx and mapBB#.tga.tx files need updating?