plainguy Posted April 9, 2023 Posted April 9, 2023 Those maps sometimes give me motion sickness because of the changing of camera to first person to look around sometimes. Why Softcap is important: https://dechskaison.blogspot.com/2011/01/why-is-softcap-so-important.html Limits: https://paragonwiki.com/wiki/Limits Attack Mechanics: https://paragonwiki.com/wiki/Attack_Mechanics Semi & Petless Mastermind Builds: https://forums.homecomingservers.com/topic/10994-petless-and-semi-petless-masterminds/
srmalloy Posted April 9, 2023 Posted April 9, 2023 The camera doesn't arbitrarily switch from third person to first person; what you're seeing is camera-wall collision — in third-person view, your camera is a certain distance behind your character, but when your character is closer to a wall or other solid object, your camera is shifted inward to keep it from moving through the wall/object, and when you move to have more space behind your character, it shifts back out. To demonstrate this, go to your base, and position your character with their back about 20' from a wall. Use the scroll wheel to zoom out, and your view will zoom out until the camera 'hits' the wall, at which point you can't zoom out any further. Now back up using the 's' key, and it will look as if your character is moving toward you; this is because your character is backing up to the wall, but the camera can't move. Now, if you turn your character, your camera PoV will zoom out as the line from the back of your character to the wall shifts and lengthens. The camera is constrained to be inside the map because the map textures are single-sided, and letting the camera move outside the map geometry would allow you to see parts of the map you shouldn't be able to see from your position. There are conditions where you can get a viewpoint outside the map, but these are glitches, and if they're easily repeatable should be reported as geometry errors.
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