Game Development Community

Fixed cameras?

by FruitBatInShades · in Torque Game Engine · 02/25/2005 (10:51 am) · 3 replies

I'm wanting to use a few fixed cameras in certain places on a level. These are security cameras so the player can see whats going on in other areas of the building. Getting the result to display on an area of the screen would be great, but I could always have the image go full screen.
I was thinking of maybe mounting a camera node on a DTS shape, would it be that simple? How would I then switch the players view to the one on the DTS shape?

Has anyone got any idea where to start with this?

#1
02/25/2005 (10:53 am)
I guess you could create the camera as a player and then change the control to that... considering its not that hard to change control between different players...

or you could create some sort of camera class derivative of player class that is limited to no movement, or simple panning etc...
#2
02/25/2005 (10:57 am)
Multiple Viewport Resource

Or would could go full-screen and use the camera data from the demo as Tork danced.
#3
02/25/2005 (12:23 pm)
Fruitbat

I had thought about using the already created extra camera? (Alt-C)

By default, I think it is created at the spawn point and can be flown about while leaving the player where they are. Alt-C switches back to the player and leaves the camera where you left it.

With a little fiddling, you could set all the extra cameras to specific coords on creation and disable input so you couldnt fly it about - just using it as a security camera.

With a bit of work, you could find the coords necessary for multiple views and switch between them with key mappings.