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"Normal" crouching

Posted: Tue Feb 20, 2007 7:14 pm
by Juutis
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.

Posted: Sat Feb 24, 2007 1:43 am
by darksmaster923
yea that would be awsome

Posted: Sat Feb 24, 2007 4:51 am
by jonas
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?

Posted: Sat Feb 24, 2007 10:22 am
by Juutis
Yap, it's all scripted in that.

Posted: Sun May 13, 2007 9:27 pm
by Juutis
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. :)

Posted: Sun May 13, 2007 10:47 pm
by Spyrewolf
it's all currently possible ....with a scripted player of course.

Posted: Mon May 14, 2007 3:36 am
by darksmaster923
Juutis 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. :)
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 slopes

Posted: Mon May 14, 2007 5:05 am
by Spyrewolf
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?

Posted: Mon May 14, 2007 2:24 pm
by Juutis
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.

Posted: Mon May 14, 2007 10:39 pm
by Spyrewolf
you could-just have a pawn set itself to the players position,
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.