Adapting freecam to a cinematic system #263
RazorPlay01
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Hello, I have a problem that I would like to solve and you would know how to solve it because I have been facing it for several days. Basically I'm trying to adapt your mod to something more cinematic but I have a problem with the change of inputs because when the freecam is active although the freecram does not have the imputs of the player assigned the player can not move the place detects correctly q is crouched also if you are in creative and gives double space allows you to fly and if in turn was trying to move in some direction to get to fly keeps the velocity q making it move towards that direction but otherwise does not move from the place. I think it has something to do with the assignment that is made to activate the freecam MC.setCameraEntity(freeCamera); that for some reason as q desavilita the movement of the player but I'm wrong because if you assign MC.setCameraEntity(MC.player); the render shown is within the model of the player as it is logical because it is not using the camera entity as such. Basically, I'm looking for that despite being in a cinematic the player is still able to move in the world.
I explained a little bit wrong but I hope you can at least understand me.
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