Hey everyone, I am working on a game that is going to be a team based, enclosed dogfighting game that borrows elements from FPS, DOTA, and freespace 2.
essentially you choose a ship, with different “spells” and projectile weapons. , and shoot at the other team. I want to setup my control similar to how you would control a camera when spectating in counterstrike, so wasd mouse x and y for looking around, Q/E for rolling left or right, and spacebar and control for up/down.
So the ship would have the ability to move in any direction at full speed, which is a bit unrealistic and therefore not what most input tutorials available will show how to set up. I want the controls to be similar to the game sublevel zero. rather then accelerate and then turn but still essentially being forced to travel the direction your ship is facing, i want free full 6DOF control.
the issue here is that my blueprints are not working. I am having difficulty setting up the yaw/pitch/roll in particular. I have gone into input under project settings and set up my axis and triggered them to work in my blueprint. at first nothing worked but then i attached the FloatingPawnMovement component to my player pawn and now the wasd controls work but mouse input is still not functioning. Imgur: The magic of the Internet
I feel as though the issue must something to do with the floatingpawnmovement component not being setup to handle 6DOF controls. but I cannot figure out how to setup different parameters.
If anyone could point me towards a good resource to learn advanced movement configuration it would help me out a whole lot.
thanks
That looks generally correct. Could you post images of the blueprints “Class Defaults”. Also, your axis mapping settings?
And, let me see if I’m understanding correctly. You want your ship to be able to Translate (Move) Up, Down, Left, Right, Forward, and Back; with the WASD and CTRL and Space keys. And with the Mouse and Q and E keys you want it to be able to Pitch, Yaw, and Roll independently of how it’s translating?
I should be able to whip up a tutorial if that’s what you’re looking for, and you want me to.
I was trying to do a Wipeout style prototype a while ago and found this NASA ‘flight for beginners’ really useful to straighten some things out in my mind.
Even if you are not doing a physically realistic flight model it could be useful for your thinking. (you have to ignore the class of '96 style web design )
http://www.grc.nasa.gov/WWW/K-12/airplane/guided.htm
P.S I love that it seems people still argue about how lift is generated
http://www.grc.nasa.gov/WWW/K-12/airplane/bernnew.html
Hey. Yes you are correct about how I want the input to function. By class defaults do you mean, the game mode class defaults? If so, here:http://imgur.com/FRYHrrd
if you mean my pawn class defaults, then here:Imgur: The magic of the Internet
and here are my axis mappings Imgur: The magic of the Internet
If you wouldn’t mind doing a tutorial, I would really appreciate it, but understandable if not. Been stuck on this for a while!
Looks like a fix should be pretty simple. You don’t seem to have Yaw mapped to the Mouse X, currently I only see T mapped to the positive Yaw.
On your Pawn Class Defaults, Check on “Use Controller Rotation Pitch” and “Use Controller Rotation Yaw” and “Use Controller Rotation Roll”.
I’ll look into seeing if I can’t set something up my self and then make a video, in a little while.
It turned out to be a little more complicated than I initially thought.
So, here’s a video Breakdown, video is still processing as I post, so if it’s not working yet, just wait a little longer.
Thank you SO much for posting this video. It has helped immensely. I have it mostly configured the way I want, however I have 1 more unresolved issue. The movement all functions properly, however the yaw/pitch seem to be set to absolute values. In other words, if I roll my ship upside down, pitch becomes inverted. and if I roll my ship 90, pitch becomes yaw and vice versa. Is there any way to set pitch/yaw relative to ship orientation that you can think of?
thanks again
This is the best I can come up with using blueprints.