[Community Project] Real Time Strategy Game. NEW MODELS AVAILABLE. SEE POST #1

I am working on three different camera movement schemes. Two of them are almost complete. However you can work on your-own if you want. Since I am writign the camera as a Pawn, we can switch whenever we want (as long as we all use the same Bindings). However I think we should expose some common functions for the cameras so that they are compatible.
Currently all my camera’s implement and interface with the following functions.


FocusActor(Actor, PreferredDistanceFromActor, PreferredAngle, Interpolate = true, InterpolatinRate)

This function will ask the camera to focus the given actor from a particular distance and angle. YOu can tell it to focus instantly or interpolate. Current implementations ignore ‘PrefeeredAngle’ and ‘InterpolationRate’. Internally the camera will try to focus from the given distance, however if there are obstacles or iif it cannot focus the Actor completely, it will adust this.


FocusLocation(Location, PreferredDistance, PreferredAngle, Interpolate = true, InterpolatinRate)

Similar to previous function, but you can give a Vector reprecenting a location on the map. This location does not need to be on terrain surface, it can be a poijt in air. But the Z value must be below the MaxCameraZ parameter.


ZoomCameraTo(PreferredDistance, Interpolate = true, InterpolationRate)

Ask the camera to move to the given zoom distance.

Planned:



GetActorsInView()
GetActorPointedAt()