Is it possible to make the player stop faster than he currently does?
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Player movement question
#1 Posted 26 April 2017 - 10:55 AM
#4 Posted 27 April 2017 - 12:42 PM
Anvil, on 27 April 2017 - 12:33 AM, said:
How?
Edit GAME.CON, find the line that says
actor APLAYER MAXPLAYERHEALTH PSTAND 0 0
Right under that line, enter these 2 lines:
ife input[].fvel 0 setp[].posxv 0 ife input[].svel 0 setp[].posyv 0
Done.
#5 Posted 29 April 2017 - 04:06 PM
Thanks.
This code works well for running/walking but bobbing still continues a bit.
Also, how can bobbing be reduced when running/walking?
This code works well for running/walking but bobbing still continues a bit.
Also, how can bobbing be reduced when running/walking?
#6 Posted 29 April 2017 - 07:05 PM
Anvil, on 29 April 2017 - 04:06 PM, said:
Thanks.
This code works well for running/walking but bobbing still continues a bit.
Also, how can bobbing be reduced when running/walking?
This code works well for running/walking but bobbing still continues a bit.
Also, how can bobbing be reduced when running/walking?
onevent EVENT_DISPLAYROOMS set cameraz player[].posz endevent
That will prevent the camera bobbing, but of course the weapon sprites in the HUD will still sway and bob.
#7 Posted 01 May 2017 - 10:15 PM
By bobbing I meant weapon sway, not camera bobbing.
I guess the way to have no weapon sway after stopping is to disable it completely (cl_weaponsway 0), which I'm not a big fan of.
I guess the way to have no weapon sway after stopping is to disable it completely (cl_weaponsway 0), which I'm not a big fan of.
This post has been edited by Anvil: 01 May 2017 - 10:56 PM
#8 Posted 01 May 2017 - 10:48 PM
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