I was thinking it would be helpful to make an option in the settings where you could toggle free camera and the orbit camera when u use node grabber. I like the old camera better than the free camera.
Already been asked. We would avoid filling the options with too many toggles. Orbit camera + Node grabber makes delicate stuff impossible due the camera moving as soon you move the vehicle. While free camera + node grabber allows for much more control as the camera is not attached to the vehicle, hence it's more precise.
I just want some clarification here. Is the orbit camera with node grabbing not going to happen? Cause i cant use the node grabber anymore because it switches to free camera. I use free camera as my spawn point, and dislike having it moved every time i use node grabbing.
Yes, it's not happening. It was switched to free-camera because many people complained it was making small maneuvers impossible. TIP: After you grab a node, you can let go the CTRL key, and use WASD with your hand while holding the mouse click with the other. That way moving the camera is way easier.
Its not moving the camera thats the problem. It is the fact that it move freecamera everytime so i lose the freaking spawnpoint. Sadly they are not going to add a toggle button in for this, but this is really making me mad. I have not used the node grab camera BECAUSE of this annoying feature and have actaully stopped playing beamng due to a couple things, This problem being one of them. It messes up gameplay completly and annoys the crap out of me. I wish they would just add a toggle for it. But they are not going to for just ONE person. So i guess im screwed huh?
Oh, I see your issue. Remember that the F7/F8 thing is not a feature but a debug left-over. You can actually edit some file to change that camera behaviour. Go to BeamNG.Drive (Directory) /gameengine.zip/core/scripts/server/commands.cs Remove these lines: 63 to 65 Code: %client.camera.setVelocity("0 0 0"); %client.camera.setTransform(%client.player.getEyeTransform()); %client.setControlObject(%client.camera); 70 Code: %client.setControlObject(%client.player); Note, editing core files is not suggested. If you encounter problems, your dishwasher starts to speak or whatever, don't forget you have this file edited. ( How to stop node grab using free camera ) - This bit is to help the search bar finding this easier
Massive bump, but i feel it's kinda useful for some people, including me. In version 0.8.0.1 The code that detaches the camera from the car, is in the same file (BeamNG.Drive (Directory) /gameengine.zip/core/scripts/server/commands.cs) as @Nadeox1 said, but now it's not on the same lines. This is the code, that does it. on line 15 to 23 Code: function onNodegrabStart() { $mustSwitchBack = Game.getControlObject() == getPlayerVehicle(0); if ($mustSwitchBack) setCameraFree(); } function onNodegrabStop() { if ($mustSwitchBack) setCameraPlayer(); $mustSwitchBack = false; } Now if you just remove that the game can and will break, because the functions is called somewhere else. instead you should comment out the lines like this Code: function onNodegrabStart() { /*$mustSwitchBack = Game.getControlObject() == getPlayerVehicle(0); if ($mustSwitchBack) setCameraFree();*/ } function onNodegrabStop() { /*if ($mustSwitchBack) setCameraPlayer(); $mustSwitchBack = false;*/ } I just posted this because i don't like the way the camera is handled in nodegrab mode, but i have no idea if this breaks the game at some point, or if the code is used somewhere else. Remember, again as @Nadeox1 said, it can and will break the game at some point, and if it does it's probably editing this that does it.