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Full Version: how to make floor break when u go to a certain area
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AddPlayerBodyForce(-5000.0f, 0.0f, 0.0f, true);
I guess the bodyforce, could depend on where the closet is pointing at..?
Try like this?
Quote: AddPlayerBodyForce(-5000.0f, 0.0f, 0.0f, true);
AddPlayerBodyForce(0, -5000.0f, 0.0f, true);
AddPlayerBodyForce(0, 0.0f, -5000.0f, true);
(07-08-2014, 09:34 AM)DnALANGE Wrote: [ -> ]AddPlayerBodyForce(-5000.0f, 0.0f, 0.0f, true);
I guess the bodyforce, could depend on where the closet is pointing at..?
Try like this?
Quote: AddPlayerBodyForce(-5000.0f, 0.0f, 0.0f, true);
AddPlayerBodyForce(0, -5000.0f, 0.0f, true);
AddPlayerBodyForce(0, 0.0f, -5000.0f, true);

Well, at least we don't want the player to fly upwards no matter what direction, eh? Referring to the Y force. The last boolean says to use local co-ords, so only setting that to false would make this difference. It could be that the force to push you back lies on the local Z axis, but I would find that sorta strange.
how do u touch something like a rock and it says something like this is a rock. i alrdy said this but whenever i touch it, i can pick it but i want it to stay in one spot and you can only touch it but not pick it up.
What you want to do here is make the rock a static object and place a Script Area around it.

Click on your rock in the level editor, go to the entity tab on the right and tick "StaticPhysics".
Then place a Script area around it.
Spoiler below!
[Image: 223e56362f.jpg]

Using Harry Potter's Code:
(07-03-2014, 06:14 AM)Harry Potter Wrote: [ -> ]HPS file.
Spoiler below!

PHP Code:
void OnStart()
{
SetEntityPlayerInteractCallback("EntityToInteract""MessageAppear"false);
}

void MessageAppear(string &in asEntity)
{
SetMessage("Notes""Entry"0);



But all you need to really do is change the EntityToInteract in the SetEntityPlayerInteractCallback to the name of your scriptarea. In my case above, "rockmessage".
wow i forgot theres a check box tat u can check to make it stay still

i found out tat u have to do -40,000 in the z axis and 25,000 in the y axis. finally
Still the same thread name TongueTongueTongue
(07-12-2014, 11:32 AM)DnALANGE Wrote: [ -> ]Still the same thread name TongueTongueTongue

And?
Still the same thread name TongueTongueTongue
( there is not even anything about the whole thread anymore just other stuff )
And like I said, it is better than creating 20 threads about different issues Tongue
Still the same thread name TongueTongueTongue
( there is not even anything about the whole thread anymore just other stuff )
TongueTongueTongue Just change the name i would sayWink
Then if there is a certain problem, certain people who know tat problem could help??
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