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Playerspeed
Playerspeed - Please add support for this stefan!
Making control scripts for players will be much easier with that. playerspeed-=playernormalspeed*2; Would make the player go backwards. :D |
what about the opposite boots on classic, they make you go backwards?
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Re: Playerspeed
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if (isweapon) {timeout=0.05;} if (timeout) { if (keydown(1)) {playery--;} //blah blah blah timeout=0.05;} // or summin like that 0.o? |
:rolleyes:
It would be much better if the speed was a set variable because right now you can't know the exact speed, and besides, scripting some things would be much easier. :) |
~AlphaFlame~
if (playerenters)toweapons Bootsies; if (weaponfired){this.mode=1-this.mode;timeout=.05;} if (timeout && this.mode=1){ playerx+=vecx(playerdir)*keydown(playerdir); playery+=vecy(playerdir)*keydown(playerdir); timeout=.05; } Now if I were really bored, I could add onwall detection in a for () loop to detect walls in a line to that and have a simple speed script... sure, requires some scripting, but it's really better than having everything made into a command. Ooo, I know, let's make a command: superbombblowingupinacirclearoundtheplayerandhurti ngeverythingandmakingthingsgoboom! Hmm? Any support there? ;) |
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I'd like a #a(index)...
and for testplayer(x,y) not to run itself into an infinite loop when used online...=_= |
actually, #a(index) does exsist, but for some reason it was never listed...(at least that is my experience)
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I guess playerspeed is better than this scriptins solution, because if it's scripted, how do you make it know when not to move?
I want #f(index) >.< |
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#f=filename of the npc's image
#f(index) would be the filename of npc index's image. Very handy too. |
Yeah, In some cases... I forget what case it was where i needed it ;\ owell. It was probably an old idea that was stupid anyhow
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WTS!!!!!
GIve me all this good thigns! I came up the idea i told arachon in swedish adn he posted !!!!!!!! EBIL!!! JÄVLA BAJS KNULLARE!!!!! ;) |
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