UnrealKrake wrote:
UPDTATE:
Think you won't be able to pass from one section to another. The UT2003 engine is too limited for that. With the pass lock problem, there are the radar and the camera problems linked. This are the same problems don't know if i will get rid of.
Anyone knows if i can teleport a camera (track) ?? Or let it go through warpzones ???
Um.. no you really can't. I really didn't design the cameras with warpzones in mind. However, tonight, I will update the code to allow cams to at least pass through warpzones. However, the following problems still exist:
1) The closest spot calculation will be inaccurate. The closest spot will always be determined to be some location in the warp "section" that the ball is in, regardless of whether this actually IS the closest spot visually.
2) Let CamTrack1 and CamTrack2 to cam tracks in differernt warpzones. CamTrack2's location - CamTrack1's location must be a vector pointing approximately (max error can be 30 deg or so) in the direction the camera must move in the VISUAL world to get tfrom CamTrack1 to CamTrack2.
In other words:
| = warpzoneportal
C1 |
| C2
is valid.
However,
C1 |
C2 |
will not work. The camera will try to move left from C1 (note the location difference), but it really needs to move to the right.
3) Since the camera just looks at the ball's location (not the location seen through the portal), it will probably not view the ball correctly.
4) As for radars.. same thing. The world location is all that is looked it, not the location viewed through warpzones. Thus player positions will probably be shown inaccurately.
Cool idea for a map though
![happy :D](./images/smilies/002_shappy.gif)