Sorry, I don’t understand what you are trying to do. Is there a reason why you want the camera to follow a path and not the player?
If you want the camera to follow the player (like it’s doing in Crash Bandicoot), you can use the Camera Actuator or parent the camera to the player. (If you parent it, you can either use Parent or Slow Parent.)
i think i’m on the way to manage it using IPO + Camera Actuator, it works if player go foreward camera frame increase, if player go backward camera frame decrease
the only prob is to find a way to move player accordling to camera orientation, so that foreward means away from camera and backward means near camera
Here some thoughts:
Make an IPO for the camera (with many frames for non-choppy movements I think)
On the camera logic do:
always----python: cameramove
_____----and-----------------------IPO actuator Property: frame
cameramove:
cam = GameLogic.getCurrentController().getOwner()
player = GameLogic.getCurrentScene().getObjectList()["OB<i>player</i>"]
if cam.getDistanceTo(player) < <i>10</i>:
own.frame =+ 1
replace player with the name of your player object and 10 with the distance in blender units between your camera and player.
i think it could work, but if the player go backward camera go foreward, or it will not move (i think)
btw i find a solution using only bricks:
it works and it’s cool, but how i write before, i have to find a way to move player in camera local coordinates and not global one (away from camera and near to camera)