Search found 7 matches

by hindupower
Fri Dec 29, 2006 2:44 am
Forum: RF Scripting
Topic: low level move command
Replies: 9
Views: 939

so would
walkmove(self.current_yaw + 1.57,MOVESPEED);
make the pawn move left without chaning its yaw. What i mean is will it strafe left with that or do i need flymove command too?
by hindupower
Thu Dec 28, 2006 12:22 am
Forum: RF Scripting
Topic: low level move command
Replies: 9
Views: 939

what my question really was is if self.time or just time would work in a high level order?
by hindupower
Wed Dec 27, 2006 8:18 pm
Forum: RF Scripting
Topic: low level move command
Replies: 9
Views: 939

i have though of that but wouldn't it make it go too fast and is there a time command for HighLevel like LowLevel commands. for example: LowLevel if (time>0.1) { FireProjectile(...); } But i know there is a timer for highlevel commands. What i want to do is use the timer for shooting as if you would...
by hindupower
Wed Dec 27, 2006 6:44 pm
Forum: RF Scripting
Topic: low level move command
Replies: 9
Views: 939

low level move command

I am sure there is a low level command for movement like MoveLeft and MoveRight but these are for high level command but i dont know any. :cry: does anyone know those commands?
by hindupower
Sat Nov 25, 2006 1:26 am
Forum: RF Scripting
Topic: pawn script problem
Replies: 14
Views: 2136

thanks got it today. its just the captilization problem. :D
by hindupower
Fri Nov 24, 2006 5:18 pm
Forum: RF Scripting
Topic: pawn script problem
Replies: 14
Views: 2136

can someone help me
by hindupower
Thu Nov 23, 2006 11:42 pm
Forum: RF Scripting
Topic: pawn script problem
Replies: 14
Views: 2136

pawn script problem

I put this script and saved it as enemy1.s and put that for a pawn, but it dosen't work. all it does is look around. Can someone help me? { start [ () { attributeorder("enemy_health",10,"death"); playanimation("idle",true,""); RotateMoveToPoint("walk"...