J'Kla wrote:Now in Ercana when you use the ladder at the far end of the age (that is the ladder nearest the pellet making machine) when you climb or descend that ladder you go into first person and remain in first person regardless of weather you were in first person when you approached the ladder.
I just checked this out. Turns out, it doesn't force the player into first-person mode. You're in third-person the entire time. In fact, if you're in first-person it appears to drop you into third-person when you mount the ladder!
J'Kla wrote:Is there some setting I could add to my ladders so that regardless of how you approached a ladder you jumped to first person or if you approached a ladder in 1st person you remained in first person? Without having to make some change to the game settings.
Note: it would require the fix to work for both the MO:ULa and Tpots export.
I had initially thought you were correct, but now that I'm spending some time on it, I'm not sure I can think of a single instance in the game where the first-person camera is forcibly enabled. The option exists (and they do use this more often than I would like) to force the player
out of first-person and into a third-person view, but the opposite is not true (at least not without digging into custom Python). This is usually done because the location is exceptionally cramped or repetitive, or else they want to ensure the player sees something of vital importance.
When faced with a problem like yours, and knowing that Cyan dealt with it somewhere in the game, the first thing I do is take a look at how they did it. It's not always the best solution, but it gets me in the right region to start looking.
In the case of Er'cana, they're just using basic camera regions as far as I can tell. Since they set up the physical collision properly in the tunnel, the camera doesn't exit the geometry. It's bound correctly even in third-person.
This is the essence of the solution that you need: Set up a camera region that is attached to a camera within the ladder's passage, and adjust the settings so that it cannot exit the geometry. This is the main answer to your current issue as I understand it.
You'll need to create a region (if an acceptable one does not already exist) encompassing the ladder, and a camera. Add the Camera Region modifier to the region you created, and assign the camera option to the camera you created. Then, with the camera selected, you can modify the Plasma Camera options on the camera's tab for camera data. I'm not sure at the moment which precise settings would give you the best outcome, so you may need to fiddle a bit. I think the Follow Camera type should be appropriate here. Also be certain that "Blocks Camera" is selected on the collision geometry to prevent the camera from exiting the passage (you may need to make the collision smaller than the actual passage if it insists on "peeking" outside).
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If absolutely necessary, you can disable the player's first-person camera to be certain they see your custom camera. I would like to note it should be used sparingly (as the game itself does) since ignoring the wishes of the player should only be done when better options are not available.
The two ways to accomplish the mandatory third-person camera are:
- a Camera Message Node that you can use in a Responder command tree which can be used to disable first-person mode. It can be found in the Node editor's Add menu under "Message -> Camera". Further information should be available on the Logic Nodes page once they've been added.
- the Global Python script made to accomplish this exact thing