View Full Version : Forced Player Movement?
SonicXtreme
August 23rd, 2009, 08:10 PM
After much deliberation and thought i have a plan for something i have been working on for some time , i am just wondering about the issue that may make or break the idea depending on weather it can work or not.
My question to the community is , using any means possible is it possible to force player movement? , my main idea is to force the player as soon as they start a level to be forced to run fowards from that spawn and not stop atall but still able to respond to strafe and jump commands.
sevlag
August 23rd, 2009, 08:48 PM
After much deliberation and thought i have a plan for something i have been working on for some time , i am just wondering about the issue that may make or break the idea depending on weather it can work or not.
My question to the community is , using any means possible is it possible to force player movement? , my main idea is to force the player as soon as they start a level to be forced to run fowards from that spawn and not stop atall but still able to respond to strafe and jump commands.you basically want to try to duplicate what is done in sonic unleashed in the sonic stages righT? i dont really know how to but i don't think its possible to do such a thing in CE
Hunter
August 23rd, 2009, 08:52 PM
I am guessing it may be possible to do with a script, but I am afraid I do not know.
SonicXtreme
August 23rd, 2009, 08:54 PM
you basically want to try to duplicate what is done in sonic unleashed in the sonic stages righT? i dont really know how to but i don't think its possible to do such a thing in CE
Unfortunately not what your thinking Sevlag , i dont intend to duplicate something similar to unleashed , or even Secret rings as they both dont run fowards all the time , most of the time yes , but not all , this is what i was after...
a0RqrZVthLE
By any means possible , either a series of scripts , or open source.
sevlag
August 23rd, 2009, 09:03 PM
Unfortunately not what your thinking Sevlag , i dont intend to duplicate something similar to unleashed , or even Secret rings as they both dont run fowards all the time , most of the time yes , but not all , this is what i was after...
By any means possible , either a series of scripts , or open source.
maybe a script that has the player constantly move forward? i dont know if its possible, ask inferno he seems to be pro with scripts, and i only assumed unleashed because of running at start thing
Dwood
August 23rd, 2009, 09:28 PM
It's possible, i believe.
leorimolo
August 23rd, 2009, 09:47 PM
I'm not sure of this but cant scripts make animations on (player0) per say, and simply disable joystick input and make an animation for running for X amt of time
skz333
August 23rd, 2009, 09:52 PM
rec0's app does this in like 3 key strokes. I dont have it or know where it is though. It s probably on this site somewhere. Lost in the madness that is the halo ce "community"
Limited
August 23rd, 2009, 11:39 PM
Are you looking for it to have the forward keypress for animations (as in running) or is it more to keep the player stuck to the walls or is it just so the player cant stop and run around.
Why exactly do you want the player to be forced to move? Is it so the run animation is played, the player is keep stuck to a wall, so the player cant stop and run around, is it so they keep progressing the level?
If its because you want the player to keep moving, so he constantly keeps moving through level, maybe put a damage plane on top of floor thats at an angle so it pushes them forwards? (e.g like ghost boosting)
itszutak
August 24th, 2009, 02:30 AM
How about forcing the player into an invisible vehicle with the effect Limited mentioned above, if you can't attach it to the player directly?
rec0's app does this in like 3 key strokes. I dont have it or know where it is though. It s probably on this site somewhere. Lost in the madness that is the halo ce "community"
Holy fucking shit you finally got 3 -rep bars amazing
Cortexian
August 24th, 2009, 04:37 AM
rec0's app does this in like 3 key strokes. I dont have it or know where it is though. It s probably on this site somewhere. Lost in the madness that is the halo ce "community"
No it doesn't, and it wouldn't help since this needs to be controlled map-side for what he wants to do.
Advancebo
August 24th, 2009, 06:27 AM
What about a script that causes an AI or animation to move the player forward, then the player takes control a second later.
SonicXtreme
August 24th, 2009, 07:38 AM
Are you looking for it to have the forward keypress for animations (as in running) or is it more to keep the player stuck to the walls or is it just so the player cant stop and run around.
Why exactly do you want the player to be forced to move? Is it so the run animation is played, the player is keep stuck to a wall, so the player cant stop and run around, is it so they keep progressing the level?
If its because you want the player to keep moving, so he constantly keeps moving through level, maybe put a damage plane on top of floor thats at an angle so it pushes them forwards? (e.g like ghost boosting)
To address this post , as its more to the point.
The idea was , at the start of the map , the player is forced to move fowards , therefore the only keys they then need to press to move are the strafe buttons to dodge and move around the tunnel, this is so the player cannot stop and look around or because i wanted the box for "all surface walking" on , if they stopped on the spot with that box checked it would have them hanging off the celing , which i dont want.
Malloy
August 24th, 2009, 12:24 PM
I have a convoluted idea :P...
Create a new biped tag. Make the idle animation Sonic running on the spot then for the strafes have him still running forward but put a frame above his head (somewhere roughly shown in the diagram) and pivot it 360. Do this for both strafes. Make the bipeds camera follow from behind at the same axis of the bipeds rotation. Once that jazz is sorted, make an animated scenery model of a fully transparent disc which the player can spawn in. this will stop the palyer from running forward or backward but will maintain the illusion of running due to the idle animation. Then animate the scenery model around the bsp. The rings should go through the animated scenery aswell as the hazardous things which can be damage script volumes.
http://img401.imageshack.us/img401/1106/sonictunnellevelidea.jpg
probably wont work but its an idea.
=sw=warlord
August 24th, 2009, 12:34 PM
Out of curiousity could this not be done by ingame gravity?
i seem to remember your able to strafe when falling if you had the player spawn looking down im sure this would come in handy.
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