Page MenuHomeFeedback Tracker

Get rid of the camera's pitch limit in Zeus
Closed, ResolvedPublic

Description

It's really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really annoying that you can't look up.

Details

Legacy ID
445064063
Severity
None
Resolution
Won't Fix
Reproducibility
Always
Category
Zeus - General

Event Timeline

MulleDK19 edited Steps To Reproduce. (Show Details)Mar 2 2014, 9:34 AM
MulleDK19 edited Additional Information. (Show Details)
MulleDK19 set Category to Zeus - General.
MulleDK19 set Reproducibility to Always.
MulleDK19 set Severity to None.
MulleDK19 set Resolution to Won't Fix.
MulleDK19 set Legacy ID to 445064063.May 7 2016, 6:04 PM

It's there for technical reasons - editing units when camera is looking up is currently not possible, and limiting camera movement is only way how to prevent it.

Then, for the love of god, remove the limit and just disable editing if the camera is looking up.

_isLookingUp = [vectorDir curatorCamera, [0,0,1]] call BIS_fnc_dotProduct > 0.0;
if (_isLookingUp) then
{

// Whatever to disable editing.

};

I must agree. The limit makes it difficult to place units in the sky like helicopters. The thing will only go so high before I'll need to move the camera then have the helicopter move 100000 meters away because the mouse moved a tiny bit, where as if I was able to look up then that wouldn't have happened.

I'm afraid this won't change.

MadDogX added a subscriber: MadDogX.May 7 2016, 6:04 PM

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.