SP Other Custom camera patch for the Warband v1.105

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rubik

Squire
Very simple, use the patch to overwrite the mission_templates.txt in your native folder. Please backup your mission_templates.txt first.

Download:
http://www.mbrepository.com/file.php?id=1773

Key up: raise the camera
Key down: lower the camera
Key left: zoom out
Key right: zoom in

When any arrow key is clicked, the manual mode will be enbled, no need to press any keys to toggle the mode. If the left Ctrl key is pressed, the movement of the camera will be five times more. Press R or `or left Shift to end the manual mode.
 
In fact, you can use this in the mode of multiply game. Then your eyesight can be wider than other players.
 
Umm not sure if I did something wrong but this doesn't work.

I ovewritten my mission_templates.txt and when ingame and I try to use the arrow keys nothing happens.

I should mention I'm using 1.105.
 
the trigger for single-player game:

custom_commander_camera_sgl = (
  0, 0, 0, [],
  [
    (get_player_agent_no, ":player_agent"),
    (agent_get_look_position, pos1, ":player_agent"),
    (position_move_z, pos1, "$g_camera_z"),
    (position_move_y, pos1, "$g_camera_y"),
    (agent_get_horse, ":horse_agent", ":player_agent"),
    (try_begin),
      (ge, ":horse_agent", 0),
      (position_move_z, pos1, 80),
    (try_end),
    (mission_cam_set_position, pos1),
    (try_begin),
      (key_is_down, key_left_control),
      (assign, ":move_val", 50),
    (else_try),
      (assign, ":move_val", 10),
    (try_end),
    (try_begin),
      (key_clicked, key_up),
      (mission_cam_set_mode, 1),
      (val_add, "$g_camera_z", ":move_val"),
    (else_try),
      (key_clicked, key_down),
      (mission_cam_set_mode, 1),
      (val_sub, "$g_camera_z", ":move_val"),
    (else_try),
      (key_clicked, key_left),
      (mission_cam_set_mode, 1),
      (val_add, "$g_camera_y", ":move_val"),
    (else_try),
      (key_clicked, key_right),
      (mission_cam_set_mode, 1),
      (val_sub, "$g_camera_y", ":move_val"),
    (try_end),
    (try_begin),
      (this_or_next|game_key_clicked, gk_view_char),
      (this_or_next|game_key_clicked, gk_zoom),
      (game_key_clicked, gk_cam_toggle),
      (mission_cam_set_mode, 0),
    (try_end),
  ])


the trigger for multiply game:

custom_commander_camera_mult = (
  0, 0, 0, [],
  [
    (multiplayer_get_my_player, ":my_player_no"),
    (player_get_agent_id, ":player_agent", ":my_player_no"),
    (gt, ":player_agent", -1),

    (agent_get_look_position, pos1, ":player_agent"),
    (position_move_z, pos1, "$g_camera_z"),
    (position_move_y, pos1, "$g_camera_y"),
    (agent_get_horse, ":horse_agent", ":player_agent"),
    (try_begin),
      (ge, ":horse_agent", 0),
      (position_move_z, pos1, 80),
    (try_end),
    (mission_cam_set_position, pos1),
    (try_begin),
      (key_is_down, key_left_control),
      (assign, ":move_val", 50),
    (else_try),
      (assign, ":move_val", 10),
    (try_end),
    (try_begin),
      (key_clicked, key_up),
      (mission_cam_set_mode, 1),
      (val_add, "$g_camera_z", ":move_val"),
    (else_try),
      (key_clicked, key_down),
      (mission_cam_set_mode, 1),
      (val_sub, "$g_camera_z", ":move_val"),
    (else_try),
      (key_clicked, key_left),
      (mission_cam_set_mode, 1),
      (val_add, "$g_camera_y", ":move_val"),
    (else_try),
      (key_clicked, key_right),
      (mission_cam_set_mode, 1),
      (val_sub, "$g_camera_y", ":move_val"),
    (try_end),
    (try_begin),
      (this_or_next|game_key_clicked, gk_view_char),
      (this_or_next|game_key_clicked, gk_zoom),
      (game_key_clicked, gk_cam_toggle),
      (mission_cam_set_mode, 0),
    (try_end),
  ])

The lines with blue color are the difference.
 
For me it's working, the only problem is that the camera resets it's position when you go into another area.
This is really annoying, there is a way to make the camera changes, permanent ?
 
It works now, and the only critique I can add is the focus point of the camera seems to be in-front of the character and not on the character like the default, not sure if that's intended or not.

Also this is ridiculously broken for MP... being able to see around corners and vastly superior peripheral vision. I almost want to see a camera lock for MP because of that xD.
 
dont think that this mod should be usable in MP. everyone who uses it will have a huge advantage against people who doesnt use it. like the around-the-corner look from a gearter distance or in open field to see if someone is trying to attack you from behind.
 
Well, it´s very important for me that this works in mp cause I´m working on a mod with dwarves and orcs, so the native camera would suck
But in native mp, it´s a little bit dumb
 
Is there any way to disable it for multiplayer? It could still be used for mods as they would be limited to servers running that mod. This should be considered a hack and using it in multiplayer should also be considered cheating. I fully support the mod though as it's great for single player.
 
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