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MovePlayerForward ? How this basically works and how to make it working?
HumiliatioN Offline
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Posts: 1,179
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#1
MovePlayerForward ? How this basically works and how to make it working?

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. Undecided

- Humiliation

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(This post was last modified: 06-25-2012, 10:29 PM by HumiliatioN.)
06-25-2012, 10:27 PM
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Jagsrs28 Offline
Member

Posts: 101
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Joined: Jun 2012
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#2
RE: MovePlayerForward ? How this basically works and how to make it working?

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?

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(This post was last modified: 06-25-2012, 11:12 PM by Jagsrs28.)
06-25-2012, 11:12 PM
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Apjjm Offline
Is easy to say

Posts: 496
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Joined: Apr 2011
Reputation: 52
#3
RE: MovePlayerForward ? How this basically works and how to make it working?

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.
06-26-2012, 12:04 AM
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