Due to the recent resurgence of spam, we have temporarily disabled user creation and page editing/creation as we resolve the issue.


From Snapwiki
Revision as of 2016-06-15T17:23:42 by KDearnley (Talk | contribs)

Jump to: navigation, search

The Camera allows a map creator to display a different view to a player. When the Camera is enabled, the camera's view is displayed to the player activator. When the Camera is disabled, the player's standard view is restored.

Cameras can be used to show the player cutscenes, menus, maps, spectator views, or other views.


To show a player a cutscene, enable a camera based on a trigger. From the same trigger, you can disable the camera after a delay. Insert a Player Iterator to show all the players the same cutscene.

Position the camera so that the cutscene is in view. It can take some careful positioning and testing to get the position right.


Cameras can also be used to create custom menus for difficulty selection, shops, skill trees, inventory display, etc. In the example below, some variable-driven World Text objects display the number of resources that a player has. This menu can be placed where a player can reach it, or in a module disconnected from the rest of the map. The player can see the menu at any time by pressing the Taunt 1 button.


User Chubzdoomer has used a camera, player input and a series of colored player blocking volumes to create an elegant automap. In the example map (ID 79YLV4GE), the automap updates as the player discovers new rooms and the current location is marked with a yellow dot. The doors are also shown, with red and blue doors for keycard-locked doors.
The actual map:
The full AutoMap:
A partially-revealed AutoMap:

Chubzdoomer explains their map over at NeoGAF.

The Player Input toggles the Camera when the player pressed User Input 1. The Camera is positioned to see the player blocking volumes that represent the map.

Each room is revealed when the player first enters that module. In the screenshot below, the Module object has been moved closer to the player blocking volumes for clarity (it should be placed in the proper module). On entering a module, the player blocking volumes representing the room and doors are made visible. The yellow volume that represents the player is shown when the player enters the module and hidden when the player exits the module.