hey i need help making my pawn slide down a wire like in IGI and stuff.
He should jump up grab it slide down and jump off.
But my scripting skills suck and i don't know why its not working he just stands there in a sliding pose.
So if any one can write a small script 3 or 4 orders for this with some
notes what the camands do that would help a lot Thanks.
Wire Sliding Help
Heres the script i came up with not finished but its a good start.
{
Start[ ()
{
//SetKeyPause(true);
Gravity(false);
PlayAnimation("Start", true, "");
NewOrder("Slide");
} ]
Slide[ ()
{
NextPoint ();
NextOrder ();
MoveToPoint("Slide", 40, "");
RestartOrder();
} ]
JumpOff[ ()
{
PlayAnimation("Start", true, "");
LowLevel("End");
} ]
End[ ()
{
PawnRender(false);
SetNoCollision();
//SetKeyPause(false);
RestartOrder();
} ]
}
{
Start[ ()
{
//SetKeyPause(true);
Gravity(false);
PlayAnimation("Start", true, "");
NewOrder("Slide");
} ]
Slide[ ()
{
NextPoint ();
NextOrder ();
MoveToPoint("Slide", 40, "");
RestartOrder();
} ]
JumpOff[ ()
{
PlayAnimation("Start", true, "");
LowLevel("End");
} ]
End[ ()
{
PawnRender(false);
SetNoCollision();
//SetKeyPause(false);
RestartOrder();
} ]
}
2 things to notice:
-RestartOrder() does not work on LowLevel (and it is not needed)
-when the pawn has no collision, the script is on the end, and the pawn doesn't even render, then why don't delete it completely nad save processor ressources? Yo can use Remove(false) to make this.
-RestartOrder() does not work on LowLevel (and it is not needed)
-when the pawn has no collision, the script is on the end, and the pawn doesn't even render, then why don't delete it completely nad save processor ressources? Yo can use Remove(false) to make this.
Everyone can see the difficult, but only the wise can see the simple.
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