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[SCRIPT] StartPlayerLookAt Help - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: [SCRIPT] StartPlayerLookAt Help (/thread-14246.html) |
StartPlayerLookAt Help - .Paradox - 03-26-2012 Hey everyone. I've searched a bit and didn't find what I wanted, all of the StartPlayerLookAt threads didn't show this. I vaguely remember seeing something about it earlier, but I lost it >_> I basically want the player to look at a monster, but I want it to be sharp. The vision jiggles around when it looks at the entity, and then it stops. I want it to stop as soon as it looks at the entity. (note_appear_scare is the grunt) The player can also look around, and then it goes back to the entity, jiggling again. I don't want that. Here's my script Code: void OnPickup(string &in asEntity, string &in type) Help please. I don't even know what to add to make it sharp. RE: StartPlayerLookAt Help - palistov - 03-26-2012 If you make the movement too fast, you'll get that "jiggle" you're referring to. Slow it down. Also, to prevent the player from looking around, use SetPlayerActive(false); -- but make sure you reactivate them later so they can move again. RE: StartPlayerLookAt Help - .Paradox - 03-26-2012 Ah, thanks. But is it at all possible to allow the player to walk around, but not look around? RE: StartPlayerLookAt Help - ClayPigeon - 03-26-2012 Of course... If you use StartPlayerLookAt it doesn't stop the player from functioning, only it's mouse controll. |