Author Topic: Mouselook???  (Read 4606 times)


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« on: February 20, 2013, 02:54:57 PM »
Hi there, I'm trying to figure out how to make a mouselook for a flying camera but can't.
I managed to make it move using the WASD keys but can't think out how to link the mouse to the cam direction.
Any hint?

Alex Chouls

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Re: Mouselook???
« Reply #1 on: February 20, 2013, 04:10:23 PM »
Have you tried the MouseLook action? Or do you want to make something from scratch?


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Re: Mouselook???
« Reply #2 on: February 21, 2013, 01:49:36 PM »
Uhhh sorry I didn't find it before, I didn't use the search line on top of the browser.

Now, what's the difference between Mouselook and Mouselook2?
Looks like there is no difference apart 2 sliders.

And, is it possible to extract camera rotation vector?
What I want to do is to turn the turret of a tank to the actual orientation of the camera, but of course the tank turret rotates slower than the cam view.

Another little hint please: mouselook is ok for turning the camera, but I see the MOVE actions are all based on the character object.
Is there anything similar for ANY object?
I mean, something that with WASD will move the defined object?
This way it would be very easy to have a free flying camera.

I tried by using KEY DOWN function but it only works by impulses (probably some error in my structure eheh).

Just as an example, I have this one script that's perfectly what I want, but it's framerate based and it's BAD, I want it time based.


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Re: Mouselook???
« Reply #3 on: February 21, 2013, 02:00:06 PM »
Another thing: the Playmaker MOUSELOOK actions have the vertical axis inverted, and no option to have it opposite, it would be nice to have this option :)

Another action you could add to Playmaker is something universal like this:

Move forward - KEY
Move backward - KEY
Strafe left - KEY
Strafe right - KEY
Speed - NUMBER
Power - NUMBER
Move along - WORLD-SELF

So that any person can associate this action to any object in the scene (probably a camera, but it can serve many more functions) and have it move along X,Z in an easy way.

SPEED is a straight change to the position vector of the affected object, POWER is an applied force to the vector, so that it's coherent with physics in the scene.

This would make a flying camera very easy to make.

Maybe you could take straight away the script I posted and modify as an action of Playmaker and call it Mouselook3  ;D
Oh and expose the movement speed of course!
But make it time dependent and not framerate dependent!
« Last Edit: February 21, 2013, 02:10:07 PM by megmaltese »


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Re: Mouselook???
« Reply #4 on: February 22, 2013, 02:41:36 AM »
Vertical axis inverted = negative number

Sometimes it's the simplest solution that's overlooked :o