So I adjusted the sides. The left side is correct, but right is still cut. I think it even makes a sense, because there is this defensive offset, no? When I skate there in the practice with just one player.
Edit: yes, its because of the defensive/offensive bump. If you stand in the cut corner go to the option>camera and roll with the direction you can see it fix the cut once the game "think" its your offensive zone. So at that time, there will be cut on the other side.
So we probably need to address/force the bottom corner for the defensive bump?
Yeah, I did that in a previous code, but didn't have time to port it over to this one. It's a little trickier here, unless we don't mind the camera being centered while at the bottom of the screen no matter what.
Yeah, but then we would kinda lose half of the huge work you did last couple of days on bumps? As it would be all OFF, when the puck is not at the top of the ice surface. If I understand it correctly.
Script looks fine other than a few typos I wasn't sure if you needed pointing out.
I hope this works, it was rather painful trying to keep it short, but it still came out long. I did the whole thing without branches, which was interesting. The new values can't be edited, they basically form a diagonal-ish line defining where to start scaling back the camera bump so we can see the corner. My math could probably be better, so if it feels jerky or weird let me know.
$Pan 5
A8000000 00000000
C284E524 00000022
D0010014 3CA08081
80C5BC98 2C060000
408200FC 3CA0803A
80C5E2A4 2C060003
408200EC 3CC0803A
80C6E418 FC80F090
2C060000 41A00010
41A10008 EC842028
FC802050 3CA08000
C0051880 C1E5188C
EC0003F2 C0251890
FCA00210 ECA50828
C0451894 C0251898
EC220824 ECC63028
FC4530AE C0A5189C
EC4207F2 EC4400B2
FC800850 EC622828
FC23206E EC622828
FC601A10 FC800A10
EC630828 FC23306E
EE05082A D205189C
C0251884 C062FFBC
FC400A10 EC220828
EC211824 EC3E0828
C062FFB8 FC800210
EC801828 FC84312E
EC5EF02A EC631024
EC841824 EC9E2028
EC210132 EC410432
EC001028 C0651888
FC400210 EC231028
FC40F050 FC4017AE
EC6300B2 FC01182E
D0040008 00000000
0434217c 41d00000 //Ignore bottom of arena
04342178 44fa0000 //Ignore Horz start panning corner
04001888 45100000 //Max side distance
0400188c C2c80000 //Ignore constant scale
04001890 443b8000 //Pan Zone Limit
04001894 44110000 //Pan Max Bump
04001898 42c80000 //Pan Bump steps until max
E0000000 80008000
Great.
Should I use this with or without AR side limits code?
I use it both it, because it affects only top/bottom sides.
So the corners works great now, but the camera is not following the player on the right side, until he reaches the blue line

Working for me. Did you try it without any AR camera stuff? Where is the camera when it's not following the player?
Yes, tried without the AR, but then the camera is panned way too down.
The camera just sits in the right corner and then jump as the player moves ti the neutral zone. So must be just something on my side, that a good news

Yeah, it something in that AR code
Something in these 2 lines
04ec2784 43000000
04ec276c 44d00000
Without these I have the left corner cut. When I add them to the AR both corners are fine, but the right side is sitting in the corner until I reach the blue line with the character.
A8000000 00000000
C284E524 00000022
D0010014 3CA08081
80C5BC98 2C060000
408200FC 3CA0803A
80C5E2A4 2C060003
408200EC 3CC0803A
80C6E418 FC80F090
2C060000 41A00010
41A10008 EC842028
FC802050 3CA08000
C0051880 C1E5188C
EC0003F2 C0251890
FCA00210 ECA50828
C0451894 C0251898
EC220824 ECC63028
FC4530AE C0A5189C
EC4207F2 EC4400B2
FC800850 EC622828
FC23206E EC622828
FC601A10 FC800A10
EC630828 FC23306E
EE05082A D205189C
C0251884 C062FF44
FC400A10 EC220828
EC211824 EC3E0828
C062FF40 FC800210
EC801828 FC84312E
EC5EF02A EC631024
EC841824 EC9E2028
EC210132 EC410432
EC001028 C0651888
FC400210 EC231028
FC40F050 FC4017AE
EC6300B2 FC01182E
D0040008 00000000
04342104 41d00000 //ignore bottom of arena
04342100 44fa0000 //Horz start panning corner
04001888 45100000 //Max side distance
0400188c C2c80000 //Ignore constant scale
04001890 443b8000 //Pan Zone Limit
04001894 44110000 //Pan Max Bump
04001898 42c80000 //Pan Bump steps until max
E0000000 80008000
If this doesn't work with the AR code, then find the comments for what each line of the broadcast AR limits does and delete the horizontal values, but keep the vert ones. I may be able to simplify the code to just use all the AR limits again, but I'll have to test that later.