Moving the Player - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Moving the Player (/thread-4613.html) |
Moving the Player - SLi78 - 09-20-2010 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 ? RE: Moving the Player - jens - 09-20-2010 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. RE: Moving the Player - Pandemoneus - 09-20-2010 (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. RE: Moving the Player - SLi78 - 09-20-2010 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 Code: AddBodyImpulse("Player", 100,100,100, ""); after my "StopPlayerLookAt()" and i cant see that anything happens UH SORRY WRONG FUNCTION RE: Moving the Player - jens - 09-20-2010 (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. 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. RE: Moving the Player - jens - 09-20-2010 (09-20-2010, 03:17 PM)SLi78 Wrote: OK, thanks. 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. RE: Moving the Player - Pandemoneus - 09-20-2010 (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. 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. |