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Could anyone edit this image and write where's x y and z or - x -y and -z ?
I really need this....
http://tinypic.com/r/8yhtfp/6
And i have a problem ,when i want the actor to perform a animation in air ,and move 10 m forward .It moves but like a magnet ,if i turn around it still goes that location ,i mean it doesn't go in front of the player ,it goes in "the map" forward .I don't know how to explain it .
How to move the actor forward ? like
if and
key pressed...
actor in air
as actor perform animation.....
set velocity to (i want to always go forward but i can't )
Hep please with both of these ,really need it 
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Thank you ,could you also help me with the second one please ,or anyone here?
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And i have a problem ,when i want the actor to perform a animation in air ,and move 10 m forward .It moves but like a magnet ,if i turn around it still goes that location ,i mean it doesn't go in front of the player ,it goes in "the map" forward .I don't know how to explain it .
How to move the actor forward ? like
if and
key pressed...
actor in air
as actor perform animation.....
set velocity to (i want to always go forward but i can't )Hep please with both of these ,really need it
the opcode 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 5@ 6@ 8@
don't requires coords of world-axis as xyz-param
and also not offset-values in relation to player axis
it requires a mix of both
test the airswim script below
press backspace to start airswim
use arrow keys forward, left, right to steer
{$CLEO .cs}
:Airswim2
03A4: name_thread 'AirMV'
018A: 29@ = create_checkpoint_at -2026.1396 138.857 28.8
0165: set_marker 29@ color_to 0
:Airswim2_01
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false @Airswim2_01
00D6: if 0
0AB0: key_pressed 8
004D: jump_if_false @Airswim2_01
04ED: load_animation "SWIM"
:Airswim2_03
0001: wait 0 ms
if
04EE: animation "SWIM" loaded
004D: jump_if_false @Airswim2_03
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 50.0
0001: wait 1000 ms
0812: unknown_action_sequence $PLAYER_ACTOR "Swim_Breast" from_file "SWIM" 1.0 1 1 1 1 -2
:Airswim2_05
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false @Airswim2_05
0172: 30@ = actor $PLAYER_ACTOR z_angle
0007: 4@ = 1.0 // floating-point values
0007: 8@ = 1.0 // floating-point values
if
00E1: key_pressed 0 6
004D: jump_if_false @Airswim2_07
0007: 8@ = 5.0 // floating-point values
:Airswim2_07
00D6: if 0
0AB0: key_pressed 39
004D: jump_if_false @Airswim2_08
0172: 30@ = actor $PLAYER_ACTOR z_angle
000F: 30@ -= 8.5 // floating-point values
0173: set_actor $PLAYER_ACTOR z_angle_to 30@
0002: jump @Airswim2_09
:Airswim2_08
00D6: if 0
0AB0: key_pressed 37
004D: jump_if_false @Airswim2_09
0172: 30@ = actor $PLAYER_ACTOR z_angle
000B: 30@ += 8.5 // floating-point values
0173: set_actor $PLAYER_ACTOR z_angle_to 30@
0002: jump @Airswim2_09
:Airswim2_09
if
0AB0: key_pressed 38
004D: jump_if_false @Airswim2_010
0007: 4@ = 20.0 // floating-point values
0002: jump @Airswim2_010
:Airswim2_010
02F6: 5@ = cosine 30@ // sinus swapped with cosine
02F7: 6@ = sinus 30@ // cosine swapped with sinus
006B: 5@ *= 4@ // floating-point values
006B: 6@ *= 4@ // floating-point values
0013: 5@ *= -1.0 // floating-point values
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 5@ 6@ 8@
if and
8AB0: not key_pressed 8
0611: actor $PLAYER_ACTOR animation == "Swim_Breast"
004D: jump_if_false @Airswim2_13
0002: jump @Airswim2_05
:Airswim2_13
0792: disembark_instantly_actor $PLAYER_ACTOR
04EF: release_animation "SWIM"
0001: wait 1000 ms
0002: jump @Airswim2_01
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