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LookAt / NotLookAt
palistov Offline
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Posts: 1,208
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Joined: Mar 2011
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#4
RE: LookAt / NotLookAt

I'm testing out ways to do this, I tried to constantly check whether alState is -1 with a low-duration timer to call the same function, but it wouldn't work. The problem seems to be that you can't create a loop off of the PlayerLookAt callback function. But if you create a timer-based loop, you can't check alState. At the same time you can't use a GetPlayerLookingAt-type function to set a LocalVar("lookingat") to 1 to substitute for alState in your timer-based loop....at least there isn't one on the wiki. :S

I hope everything I said made sense....

Keep trying, I'll try doing stuff too!
Hey Pandemoneus, this may be a lil' off-topic, but I was looking at the script for one of the Amnesia TDD maps and I saw return; under an if function. What does that do? Would putting this work?

if(alState == -1) {
SetEntityActive("ent", false);
} else {
return;
}

That is to say, does it create a loop with the if function which only stops when the statement is true?
(This post was last modified: 04-01-2011, 11:38 PM by palistov.)
04-01-2011, 11:24 PM
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Messages In This Thread
LookAt / NotLookAt - by Anxt - 03-31-2011, 11:32 PM
RE: LookAt / NotLookAt - by Pandemoneus - 04-01-2011, 12:12 AM
RE: LookAt / NotLookAt - by Anxt - 04-01-2011, 12:22 AM
RE: LookAt / NotLookAt - by palistov - 04-01-2011, 11:24 PM
RE: LookAt / NotLookAt - by Pandemoneus - 04-02-2011, 12:01 AM
RE: LookAt / NotLookAt - by palistov - 04-02-2011, 03:13 AM
RE: LookAt / NotLookAt - by Anxt - 04-02-2011, 03:24 AM
RE: LookAt / NotLookAt - by palistov - 04-03-2011, 06:26 AM



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