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MovePlayerForward ? How this basically works and how to make it working? - 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: MovePlayerForward ? How this basically works and how to make it working? (/thread-16500.html) |
MovePlayerForward ? How this basically works and how to make it working? - HumiliatioN - 06-25-2012 Yes I run to void MovePlayerForward problem. How i can use it and how this basically works? I tried this script and nothing happens. void Incoming(string &in asParent, string &in asChild, int alState) { MovePlayerForward(0.12); AddTimer("forcemove", 0, "forcemove2"); } void forcemove2(string &in asTimer) { MovePlayerForward(0.9); AddTimer("forcemove", 0, "forcemove3"); } void forcemove3(string &in asTimer) { MovePlayerForward(0.9); } I need help right away. Thanks. ![]() - Humiliation RE: MovePlayerForward ? How this basically works and how to make it working? - Jagsrs28 - 06-25-2012 I have this: void OnStart() { AddEntityCollideCallback("Player", "ScriptArea_1", "MoveForward", true, 1); } void MoveForward(string &in asParent, string &in asChild, int alState) { MovePlayerForward(10); } All you have to do is add a Script Area and make sure it is called ScriptArea_1 if not you can modify them ,but they have to be matching. I really don't see what problem you could run into. Could you give an example? RE: MovePlayerForward ? How this basically works and how to make it working? - Apjjm - 06-26-2012 Your timers run for a time of 0 - i'm not sure if this is supported. Try using 0.0167f (1/60). Moving the player forward that much will only be by the equivalent of one step, so you may need to use script areas to determine which callback to use. |