Improve Move camera to object#709
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Alternate CQB mode for Move camera to selected entity key CQB mode moves camera to top-rear of object bounding box Useful when unit is inside multi-floor structure. Repeated keypresses switch between modes
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Looks like the base game keybind behaviour is still visible and there is a "flicker" before the camera is moved to the CQB view. Ideally, we should override the behaviour of the base game keybind. |
I can add a keybind set to block the base game key. The base game behaviour is kind of weird, it looks up at flying aircraft which is totally useless, and ends up toggling between angles on subsequent presses. What do you think? |
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Yeah, that could work. Maybe also consider the size of the object and a minimum distance. |
| if (!isNull curatorCamera) then { | ||
| [] call FUNC(handleCuratorMoveCamTo) | ||
| }; | ||
| }, {}, [DIK_F, [false, false, false]]] call CBA_fnc_addKeybind; // Default: F |
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I dislike adding a separate keybind. Let's use the KeyDown EH to override the vanilla keybind. If we want to make this optional, could add a setting like "Move Camera To Behaviour" - maybe 3 options: default, CQB mode, and CQB + alternative far view.
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ah ok. Should this code go in camera instead of editor?
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Does the setting belong under camera? see settings screenshot up top
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Good point. Normally, all the keybind handling is in editor component but I guess with the setting, it would make more sense to be under camera. Not really sure what option is the best.
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For now I've implemented everything in editor, with the setting using the camera category.
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Just noticed current method breaks vanilla lock camera to object =( |
When merged this pull request will: