jfk, that's more or less exactly what my code does, except for this curious bit:
What is that meant to do? Is it to stop the camera being behind a wall? If so it'd only work with the EntityPickMode of the level set to something. But surely it's more slow than just using Sphere->Polygon collision, since you could end up doing hundreds of CameraPick()s in one frame. Or am I missing something?
while (camerapick(graphicswidth()/2,graphicsheight()/2)<> player) and (entitydistance(camera,player)>2)
moveentity camera,0,0,.5
positionentity camera,entityx(camera),entityy(player)+4,entityz(camera)
pointentity camera,player
wend
moveentity camera,0,0,.5
positionentity camera,entityx(camera),entityy(player)+4,entityz(camera)
pointentity camera,player
wend
What is that meant to do? Is it to stop the camera being behind a wall? If so it'd only work with the EntityPickMode of the level set to something. But surely it's more slow than just using Sphere->Polygon collision, since you could end up doing hundreds of CameraPick()s in one frame. Or am I missing something?