I really hate the 'toggle crouch' that RF has.
I think it would be really useful to have an option, either in somewhere in the options menu or in a .ini file, that would let us decide whether to use toggle crouch or not.
And by 'toggle crouch' I mean the way the player crouches when you press the button once and when you press it again he stands up.
It would be nice to have an option for a 'normal crouch' where the player only stays down while the button is pressed.
"Normal" crouching
"Normal" crouching
Pain is only psychological.
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
didn't you get past that with your demo? I thought I remembered just holding ctrl down while I jumped to get through those little windows. Or was that just scripted?
Jonas
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
Just a little addition: Also a 'normal walk' would be nice. Like you press the walk button and the player walks, and when you release it he runs again.
Or even better, a possibility to change the player's speed with a scripting command!
I would really love to see this feature in RF.
Or even better, a possibility to change the player's speed with a scripting command!
I would really love to see this feature in RF.
Pain is only psychological.
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
you could-just have a pawn set itself to the players position, make it forceforward and playertoposition. its really buggy thou you can go throu slopesJuutis wrote:Just a little addition: Also a 'normal walk' would be nice. Like you press the walk button and the player walks, and when you release it he runs again.
Or even better, a possibility to change the player's speed with a scripting command!
I would really love to see this feature in RF.
Herp derp.
MoveForward(char *Animation, float Speed, float Distance, char *Sound );
Move the actor forward for Distance texels at Speed texels per second while
playing the actor's Animation animation.
taken straight from the docs, all you need to do is asign a variable to the speed value, and have the speed value changed when a key is pressed. with the self.pressed command. when it is released the value no longer equals the specified speed.
can you dig it?
Move the actor forward for Distance texels at Speed texels per second while
playing the actor's Animation animation.
taken straight from the docs, all you need to do is asign a variable to the speed value, and have the speed value changed when a key is pressed. with the self.pressed command. when it is released the value no longer equals the specified speed.
can you dig it?
I'm just asking this because the movement of the built-in player is much better and less buggy than my scripted player's. My current player gets stuck everywhere, especially in SEPs and StaticMeshes, while the built-in player slides along walls.
I also think that this feature would be very useful for other people too.
I also think that this feature would be very useful for other people too.
Pain is only psychological.
this could work by itself, move the pawn to the players posistion, then make the player invisble, have the player as the collision so to speak, and have the pawn with no coliding that way you have the robust collision of the player and the functionality of a scripted player.you could-just have a pawn set itself to the players position,