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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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