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"Moving" the player forward by it self - help please.
Adny Offline
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Posts: 1,766
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#3
RE: "Moving" the player forward by it self - help please.

void Forcer(string &in asTimer)
{
SetEntityActive("infirmary_hospital_bed_33", false);
MovePlayerForward(1.0f);
AddTimer("moveplayer", 0, "Forcer");
}

That should work; here's a way I used it in one of my own maps:

Spoiler below!

void MoveForward(string &in asTimer)
{
MovePlayerForward(1.0f);
AddTimer("automove", 0, "MoveForward");
}

void CollideAreaGrunt(string &in asParent, string &in asChild, int alstate)
{
RemoveTimer("automove");
AddTimer("", 1.25f, "LookGrunt");
}


If you still have any problems with the MovePlayerForward function, it may be attributed to how you originally call/start the timer.


If I may offer an alternative, there are 2 specific functions (startplayerlookat+fadeplayerrollto) that when used together can make a cool camera hovering effect (it will move smoothly in one line).

Hope that helped Big Grin

I rate it 3 memes.
10-11-2012, 10:08 PM
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RE: "Moving" the player forward by it self - help please. - by Adny - 10-11-2012, 10:08 PM



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