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		| SLi78   Junior Member
 
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			| Moving the Player 
 
				Hi there, 
one question again  , surely not the last
 
After Hearing something, the player should turn to the point and go there.
 
The turning is no poblem, that work s fine with "StartPlayerLockedAt".
 
But how can i move the player?
 
I have tried to "setchekpoints" but that doesent work,  i also tried "AddEnemyPatrolNode" on the player, but that doesnt work to.
 
Is there a chance to move the player or must i use fading and teleporting ?
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	| 09-20-2010, 03:01 PM |  |  
	
		| jens   Frictional Games
 
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			| RE: Moving the Player 
 
				He can't really move like that. You can use AddPlayerBodyForce(float afX, float afY, float afZ, bool abUseLocalCoords); to "push" him, but I don't think it will behave so it looks like he is walking.
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	| 09-20-2010, 03:08 PM |  |  
	
		| Pandemoneus   Senior Member
 
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			| RE: Moving the Player 
 
				 (09-20-2010, 03:08 PM)jens Wrote:  He can't really move like that. You can use AddPlayerBodyForce(float afX, float afY, float afZ, bool abUseLocalCoords); to "push" him, but I don't think it will behave so it looks like he is walking. 
Unfortunately, that doesn't seem to do anything for me.
			 
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	| 09-20-2010, 03:17 PM |  |  
	
		| SLi78   Junior Member
 
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			| RE: Moving the Player 
 
				OK, thanks. 
Just another question.
 
Is there a function that i can get the coordinates from areas e.g. from a posnode?
 
Something like "PathNode.GetX". 
 
Well, i have set 
 AddBodyImpulse("Player", 100,100,100, "");AddBodyForce("Player", 100,100,100, "");
after my "StopPlayerLookAt()" and i cant see that anything happens   
UH SORRY WRONG FUNCTION
			
				
(This post was last modified: 09-20-2010, 03:26 PM by SLi78.)
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	| 09-20-2010, 03:17 PM |  |  
	
		| jens   Frictional Games
 
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			| RE: Moving the Player 
 
				 (09-20-2010, 03:17 PM)Pandemoneus Wrote:   (09-20-2010, 03:08 PM)jens Wrote:  He can't really move like that. You can use AddPlayerBodyForce(float afX, float afY, float afZ, bool abUseLocalCoords); to "push" him, but I don't think it will behave so it looks like he is walking. Unfortunately, that doesn't seem to do anything for me.
 
It works, check the script for 29_orb_chamber for example to see it in action. It is used to push the player away when colliding with the blue fire around Alexander.
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	| 09-20-2010, 04:03 PM |  |  
	
		| jens   Frictional Games
 
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			| RE: Moving the Player 
 
				 (09-20-2010, 03:17 PM)SLi78 Wrote:  OK, thanks.
 Just another question.
 
 Is there a function that i can get the coordinates from areas e.g. from a posnode?
 
 Something like "PathNode.GetX".
 Well, i have set
 
 AddBodyImpulse("Player", 100,100,100, "");AddBodyForce("Player", 100,100,100, "");
after my "StopPlayerLookAt()" and i cant see that anything happens
  
 UH SORRY WRONG FUNCTION
 
Not entirely sure what you mean, describe what sort of situation you are trying to create and I can give a suggestion on how to do it.
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	| 09-20-2010, 04:04 PM |  |  
	
		| Pandemoneus   Senior Member
 
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			| RE: Moving the Player 
 
				 (09-20-2010, 04:03 PM)jens Wrote:   (09-20-2010, 03:17 PM)Pandemoneus Wrote:   (09-20-2010, 03:08 PM)jens Wrote:  He can't really move like that. You can use AddPlayerBodyForce(float afX, float afY, float afZ, bool abUseLocalCoords); to "push" him, but I don't think it will behave so it looks like he is walking. Unfortunately, that doesn't seem to do anything for me.
 It works, check the script for 29_orb_chamber for example to see it in action. It is used to push the player away when colliding with the blue fire around Alexander.
 
Ah, my bad then. I only tried values until 1000, I didn't know that you have to choose at least 10000 to make it have any effect.    
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	| 09-20-2010, 04:27 PM |  |  |