Blender Game Tutorial (2.6) --Part 6 (Adding Mouse Look)
Uploader Comments (jbeckneisdnet)
All Comments (13)
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So, if I'm not mistaken; it seems as if whats happening is each of these python scripts are acting as modules and the blender logic editor is taking the modules behind the scene's and adding the code it needs to import the modules threw the activation with the actuators?(I'm new to programing, and I only have a small experience with Visual Basic.(I'm just trying to understand how this works so I can begin to mess around with python via blender on my own and hopefully make my own tut's one day!))
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Hey, these videos are so helpful. Thanks for uploading. I'll be trying to get into Everest soon, so I can finally get in college. I made the mistake of dropping out of school, but I know Game Design will be what I major in.
Thanks for the tutorials man!
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Thank you!!!!!
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@jbeckneisdnet I changed the values but it still moved too much
is this for the lastest blender build 2.6??
PwnageAtEverything 3 months ago
@PwnageAtEverything 2.6 for this one, yes.
jbeckneisdnet 3 months ago
@jbeckneisdnet thanks but i want to use this for a first person shooter and it seems not to work how i usally do it. but thank you anyways :D
PwnageAtEverything 3 months ago
@PwnageAtEverything Let me know if you come up with a solution that works better for you. I'm always interested. You should be able to cap the rotation in any direction and launch projectiles in the direction you are looking. Sorry it didn't work for your project.
jbeckneisdnet 3 months ago
Yo thanks alot man! 1 thing how do I lock the camera from rotating too much?
majorzakyo 3 months ago
@majorzakyo There is a 'cap' property you can add. Look at the script. It should be listed in there.
jbeckneisdnet 3 months ago