(11-26-2011, 03:09 PM)Aweno Wrote: 'Oh, shit - thanks, brohanovic - it works...! 'Thanks alot, 'right now, 'I'm just set to-- how do I make him rotate normally? 'Daniel spites around the axis like a cogwheel, 'I guess that's just how it works, 'unless I'm able to change the 'FadePlayerRollTo'. I don't know how to fix that, 'but - thanks for the help, I really appreciate that. 'C'y'all, 'and've fun.
'And, how do I freeze the player to prevent him/her from waddling off somewhere else in the tunnel, 'unfreezing the player once he/she picks up the crowbar...? 'Thanks...!
"Waddling" made me laugh. Anyway, you have to use SetPlayerActive(true/false); .... Let me try to script this. also add to the fall script.
//__________________________
void tindypick1(string &in asEntity)
{
SetPlayerActive(false);
StartPlayerLookAt("doorcrowbar", 2, 2, "");
FadePlayerRollTo(50, 3, 5);
MovePlayerHeadPos(1.7, -1.5f, 0.0, 1, 0.3);
PlaySoundAtEntity("drag_dirt", "03_drag_dirt", "Player", 0, false);
}
//__________________________
Go into the editor and go to the PlayerInteractCallback of the crowbar and put in "crowpick1". Then change the crowbar's NAME to "doorcrowbar" and add this to your script:
//__________________________
void crowpick1(string &in asEntity)
{
StopPlayerLookAt();
SetPlayerActive(true);
FadePlayerRollTo(0, 3, 5);
MovePlayerHeadPos(0, 0, 0, 1, 0.3);
}
//__________________________
so in the end, it looks like this:
void tindypick1(string &in asEntity)
{
SetPlayerActive(false);
StartPlayerLookAt("doorcrowbar", 2, 2, "");
FadePlayerRollTo(50, 3, 5);
MovePlayerHeadPos(1.7, -1.5f, 0.0, 1, 0.3);
PlaySoundAtEntity("drag_dirt", "03_drag_dirt", "Player", 0, false);
}
void crowpick1(string &in asEntity)
{
StopPlayerLookAt();
SetPlayerActive(true);
FadePlayerRollTo(0, 3, 5);
MovePlayerHeadPos(0, 0, 0.0, 1, 0.3);
}
I did this exact thing in my map, "Sciophobia" =P haha