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Question by NoGo · May 10, 2011 at 03:41 AM · cameramovementmouse

Mouse Follow Script Help

Hi all!! This is what I am trying to do.

I want the top half of my char with my 1st person camera to always trying to center on my mouse cursor at a slow rate (Like the top half of a Tank). then when I hit the tab key it will freeze the screen and the cursor will still move about the screen. I have looked at many mouse look scripts with no luck.

Thanks in advance!

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avatar image NoGo · May 10, 2011 at 03:47 AM 0
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I have been using Java but any kind of help would, well.... help.

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Answer by Macdude2 · May 10, 2011 at 04:21 AM

For the 2D aiming, look at this question: http://answers.unity3d.com/questions/56458/2d-cursor-aiming

You could use the solution to that script and just restrict the maximum speed the tank is allowed to rotate.

For the second part, I do not quite understand. Do you want to pause the game with the tab key to pause the game? If so, then you can just do if(getkeydown("tab")){cancontrol = false;} with cancontrol being the variable that controls whether or not the mouse aims or does something else.

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avatar image NoGo · May 10, 2011 at 05:01 AM 0
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Im just looking to press the z key and have the screen stop following the mouse cursor. But i still want to move the cursor around the screen. I do not want to pause the game.

im using if (Input.Get$$anonymous$$ey ("z")) { GetComponent(Slow$$anonymous$$ove).enabled = false; }

         if (Input.Get$$anonymous$$eyUp("z"))
     {
         GetComponent(Slow$$anonymous$$ove).enabled = true;
     }
avatar image NoGo · May 10, 2011 at 05:02 AM 0
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This is what Im using for the camera movement but it does not work properly.

var lookTarget : Vector3; var turnSpeed = 20.0;

function Update() {

 var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
 var hit : RaycastHit;
 if (Physics.Raycast (ray, hit)) 
 {
     lookTarget = hit.point;
 }

 // rotate towards target
 var lookDelta = (hit.point-transform.position);
 var targetRot = Quaternion.LookRotation(lookDelta);
 var rotSpeed = turnSpeed * Time.deltaTime;
 transform.rotation = Quaternion.RotateTowards( transform.rotation, targetRot, rotSpeed );

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