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FPSC Classic Scripts / does plrmovenorth, south, east, west etc actually work ??

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Nbt
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Posted: 9th Aug 2010 22:04
Hi there clever people, numbnutz Nbt here

I have been playing with the scripting and the plrmovenorth=units to move player.

I cannot make it do anything at all

I can make the player go from entity 1 to entity 2 etc, but that always spins the player to face where he came from, plus he teleports there. I want the player to move as if on skates facing forward.

I have searched til braindead and can find little more than the stock description of the command(s)

Any help would be most appreciated

Plystire
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Posted: 10th Aug 2010 08:06
I do believe they function... I used those commands (I think) to make an invisible barrier that the player could not pass.


What did your script look like that tried to use them? Perhaps there was something else wrong preventing them from working?


The one and only,


Nbt
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Posted: 10th Aug 2010 13:21 Edited at: 10th Aug 2010 13:24
Yay just the man numbnutz Nbt needs

I wrote lots of different scripts attempting to use this, but this is the only one that survived my disheartened deletion session ^_^



I also tried using an entity to create a horizontal platform the player would stand on like a sideways moving lift with movefore and that failed also but at least I'm consistent

The Storyteller 01
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Posted: 10th Aug 2010 14:37
Some months ago, I tried for a whole weekend to make those actions work but they just don't do. Rosstradamus also wanted to use them for his last pack but to no avail.

The only thing that relably works is PLRMOVETO. We used it for a trap that pushes the player over a ledge but of yourse thats kind of stationary. However, if you could exactly describe what the script should do, I would be glad to help.

In case you find my grammar and spelling weird ---> native German speaker ^^
Nbt
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Posted: 10th Aug 2010 18:06 Edited at: 10th Aug 2010 18:07
Yeah plrmoveto works fine, but is of no use for me, as it teleports the player and always seems to rotate the player to look back to where they came from and I really want them looking ahead and feeling the forward motion

Right now I am using invisible pusher entities that follow a preset line of 2 waypoints, but it's really hit and miss if the entities will just decide to have zero collision and pass right through the player lol

Having hit or miss stuff and script functions that don't actually work, makes it very hard to trust in scripts

The Storyteller 01
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Posted: 11th Aug 2010 12:41
You can use PLRMOVETO in conjunction with an entity to make the player face the right direction, just try the entity you want him to move to in different positions.

In case you find my grammar and spelling weird ---> native German speaker ^^
Nbt
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Posted: 11th Aug 2010 12:54
True, but I still wanted the player to actually feel and see the motion instead of being teleported there.

I've lost most my faith in fpi now, as far too much just don't work, so will maybe try it again sometime if it ever gets fixed, or I feel the need for less hair ^_^

Plystire
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Posted: 11th Aug 2010 23:16
I'm sorry, Nbt.

I just found my block player scripts and as it turns out, I didn't use those commands after all! I used some PB commands... moveplrx and moveplrz.

Here's and example of one that worked quite well:



Using this in a triggerzone will effectively block the player from moving "east" (Assuming up in the editor is "north").


Maybe the commands you're trying to use are broken after all.


The one and only,


Nbt
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Posted: 12th Aug 2010 00:31
Well if all is to be believed your PB stuff is being put into 1.18, so we will have a proper working command set, so I can get my teeth into it

Marc Steene
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Posted: 12th Aug 2010 12:46
Quote: "Well if all is to be believed your PB stuff is being put into 1.18"


There was no mention of that, only the variable system has so far been implemented.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Nbt
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Posted: 12th Aug 2010 15:53 Edited at: 12th Aug 2010 18:16
Sorry my bad Marc

Edit: Well I am beginning to get a few things actually work with fpi and making a few workarounds, so I'm going to keep at it after all

Plystire
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Posted: 12th Aug 2010 23:54
Good to hear, Nbt. Scripting can only help your games, never hurt them.


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Nbt
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Posted: 13th Aug 2010 00:14
Yups

Hopefully LeeHockRobo will remove the broken commands in the future to prevent nubs like me getting confused

Plystire
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Posted: 13th Aug 2010 06:33
I think we have as much of a shot at that as we do at getting a revised manual out of him.

(AKA never)


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Nbt
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Posted: 13th Aug 2010 11:03
Yeah it is a little like Solstar here regarding documentation etc

On that note I know someone who should write a manual, a scripting manual

Your an excellent scripter and very good at explainign stuff, write a manual, so I can buy it and learn from it ^_^

Plystire
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Posted: 14th Aug 2010 02:56
Lol, sorry. Writing manuals just isn't my thing. It's very boring and tiring after the first 70+ commands!

I did my best with what I made for the PB manual and I still managed to miss some of my own commands.


The one and only,


Nbt
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Posted: 14th Aug 2010 14:26
Your PB manual is very good and it can be easy to miss stuff out considering the tons of extra goodies PB has ^_^

Plystire
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Posted: 15th Aug 2010 04:05
Well, the newest manuals aren't exactly mine. I wrote the little tidbits, but for the most part other people offered to help compile the manual for us. So, I owe them thanks for taking that burden off me.


The one and only,


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