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  #1  
Old 03-22-2007, 03:49 AM
Switch Switch is offline
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It looks good. Doesn't work on servers O.o
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Oh squiggly line in my eye fluid. I see you lurking there on the peripheral of my vision.
But when I try to look at you, you scurry away.
Are you shy, squiggly line?
Why only when I ignore you, do you return to the center of my eye?
Oh, squiggly line, it's alright, you are forgiven.
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  #2  
Old 03-22-2007, 04:12 AM
killerogue killerogue is offline
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Quote:
Originally Posted by theHAWKER View Post
where do u put this script? in weapons?
Damn, GS1 using....UIGGGHGHGSDNGSK

Quote:
Originally Posted by Switch View Post
It looks good. Doesn't work on servers O.o
It works on Mythic so YOU must've ****ed it up.
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Without scripters, your graphics and levels wouldn't do anything but sit there and look pretty.
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  #3  
Old 03-22-2007, 10:37 PM
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Quote:
Originally Posted by Switch View Post
It looks good. Doesn't work on servers O.o
Pretty nice script! I checked it, looks pretty cool. I got no server to test it atm though :/

Edit: Correction: I actually got one, but my RC seems to be totally ****ed up.

Last edited by Skyld; 03-22-2007 at 11:52 PM.. Reason: Now now, children.
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Old 03-22-2007, 11:19 PM
Switch Switch is offline
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Quote:
Originally Posted by Crow View Post
Pretty nice script! I checked it, looks pretty cool. I got no server to test it atm though :/

Edit: Correction: I actually got one, but my RC seems to be totally ****ed up.
I happen to OWN a server and I put it on to test it and it DIDN'T work. AND I had one of my GATs test it RIGHT now. It ALSO didn't work.
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Oh squiggly line in my eye fluid. I see you lurking there on the peripheral of my vision.
But when I try to look at you, you scurry away.
Are you shy, squiggly line?
Why only when I ignore you, do you return to the center of my eye?
Oh, squiggly line, it's alright, you are forgiven.

Last edited by Skyld; 03-22-2007 at 11:51 PM.. Reason: Now now, children.
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  #5  
Old 03-22-2007, 11:41 PM
Twinny Twinny is offline
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Did you add the weapon to yourselves?
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  #6  
Old 03-23-2007, 12:48 AM
Angel_Light Angel_Light is offline
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Quote:
Originally Posted by Switch View Post
I had one of my GATs test it RIGHT now. It ALSO didn't work.
GAT != NAT

lol

EDIT: How would I reset setTarget()? I've tried a few different method but the player spazzes out or just head north east. :/ Also I tried to make it so the players normal movement isnt afftected by this aswell and failed... any pointers to get me started?
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Last edited by Angel_Light; 03-23-2007 at 01:17 AM..
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  #7  
Old 03-23-2007, 01:04 PM
DrakilorP2P DrakilorP2P is offline
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Quote:
Originally Posted by Angel_Light View Post
EDIT: How would I reset setTarget()? I've tried a few different method but the player spazzes out or just head north east. :/ Also I tried to make it so the players normal movement isnt afftected by this aswell and failed... any pointers to get me started?
disabledefmovement();

this.stopped = true; or setTarget(player.x+1.5, player.y+.2).
The latter may or may not work, but it looks neater.
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Old 03-24-2007, 12:22 AM
Angel_Light Angel_Light is offline
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Quote:
Originally Posted by DrakilorP2P View Post
disabledefmovement();

this.stopped = true; or setTarget(player.x+1.5, player.y+.2).
The latter may or may not work, but it looks neater.
tried player goes to north west
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  #9  
Old 04-10-2007, 11:54 AM
middo middo is offline
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I did a little modification so that it works with arrow keys

There was also a bug in the condition before your getdir(speed.x,speed.y)
You had &&'d it, and so it wouldn't update the direction if you were only moving one way. Just replace && with || like I did here.

EDIT: I changed a lot of the code. There were a lot of problems, I tested it with a friend and when we collided, we were stuck on each other! Now you can get out of walls and not fly through them if moving fast (only does the save check if you are stuck in a wall, otherwise you can still have a high speed set and the raytrace won't skip the wall)

LAST EDIT:
I fixed my own bugs and made it work almost perfectly! A saveCheck is set and overrides the speeds to try and get you out of the wall. Works perfectly for me
If you want to use it for mouse still, just uncomment the mouse lines I took out.

PHP Code:
//#CLIENTSIDE

//**************************************************
function onCreated()
{
  
this.baseSpeed 8;
  
this.acceleration 4.5;
  
this.baseFriction .5;
  
  
this.target.player.1.5;
  
this.target.player.2;
  
  
onTimeout();
  
  
disabledefmovement();
}

function 
onPlayerEnters()
{
  
disabledefmovement();
  
this.target.player.1.5;
  
this.target.player.2;  
}


//**************************************************
function onTimeout()
{
  
modY=0;
  
modX=0;
  if (
keydown(0))    modY=-1.2;
  if (
keydown(1))    modX=-1.2;
  if (
keydown(2))    modY=1.2;
  if (
keydown(3))    modX=1.2;

  if (
modY != || modX != 0SetTarget(player.x+1.5+modX,player.y+2+modY);  
  
  
// *****Set target position so we know where to move
  //if (leftmousebutton) {
  //  SetTarget(mousex, mousey);
  //}
  
  // *****Friction (We aren't walking on ice)
  
this.speed.*= this.baseFriction;
  
this.speed.*= this.baseFriction;
  
  
// *****Accelerate so we'll eventually reach that target position.
  
if (Distance(this.target.player.1.5this.target.player.2) > && !this.stopped) {
    
temp.angle getangle(this.target.player.1.5this.target.player.2);
    
temp.speed.cos(temp.angle) * this.acceleration;
    
temp.speed.= -sin(temp.angle) * this.acceleration;
    
    
Accelerate(temp.speed.xtemp.speed.ythis.baseSpeed);
    
setani("walk""");
  }
  else
  {
    if (
this.speed.0.1 && this.speed.> -0.1this.speed.0;
    if (
this.speed.0.1 && this.speed.> -0.1this.speed.0;
    
this.stopped true;
  }
  
  
// *****Actually move the player according to current speed.
  
Move(this.speed.xthis.speed.y);
  if (
this.speed.!= || this.speed.!= 0player.dir getdir(this.speed.xthis.speed.y);
  if ((
modX == && modY == 0) && (this.speed.!=|| this.speed.!=0)) 
  {
  
this.stopped == true;
  
SetTarget(player.x+1.5,player.y+2);
    
//Hack
  
if (tiletype(player.1.5player.2) == 3) {
    
setani("sit""");
  } else {
      
setani("idle""");
    }
  }
  
  
setTimer(0.05);
}


//**************************************************
/*function onMouseDown(button)
{
  // Set target position so we know where to move.
  if (button == "left") {
    SetTarget(mousex, mousey);
  }
}*/


//**************************************************
// Set the position the system will try to reach.
function SetTarget(targetxtargety)
{
    if (
Distance(targetx player.1.5targety player.2) > 1) {
      
this.target.targetx;
      
this.target.targety;
      
this.stopped false;
    }
}


//**************************************************
// Increase the speed in pixels per frame.
function Accelerate(xSpeedySpeedmaxSpeed)
{
  
  if (
Distance(this.speed.xthis.speed.y) < maxSpeed || (Distance(this.speed.xSpeedthis.speed.ySpeed) - Distance(this.speed.xthis.speed.y)) <= 0) {
//    if (modX != 0 || modY != 0) {
    
this.speed.+= xSpeed;
    
this.speed.+= ySpeed;
//    }
    
if (Distance(this.speed.xthis.speed.y) > maxSpeed) {
      
temp.angle getangle(this.speed.xthis.speed.y);
      
this.speed.cos(temp.angle) * maxSpeed;
      
this.speed.= -sin(temp.angle) * maxSpeed;
    }
  }
}

//**************************************************
// Move the player by specified amount of pixels.
function Move(xSpeedySpeed)
{
  
//if (!isapplicationactive) return;
  
  
xSpeed xSpeed<0?int(xSpeed)+1:int(xSpeed);
  
ySpeed ySpeed<0?int(ySpeed)+1:int(ySpeed);
  
  
temp.saveCheck onwall2(player.x+1,player.y+2,1,1); // modify our detection to get unstuck if we are
  
  // --- 'x' movement of the player --- \\
  
if (xSpeed != 0) {
    
temp.xDir = (abs(xSpeed) / xSpeed);
    
temp.int(player.16);
    
temp.scanx 0;
    for (
i=0< (temp.saveCheck .45 abs(xSpeed)); ++ ) {
      if (!
onwall2((temp.x+(i*temp.xDir)) / 16 + (temp.xDir*(temp.saveCheck 24 8)) * (1/16), player.211)) temp.scanx++;
      else if (
temp.saveCheck) continue; else break;
    }
    
temp.x+=(temp.scanx*temp.xDir);
    
player.temp.16;
  }
  
  
// --- 'y' movement of the player --- \\
  
if (ySpeed != 0) {
    
temp.int(player.16);
    
temp.yDir = (abs(ySpeed) / ySpeed);
    
temp.scany 0;    
    for (
i=0i<(temp.saveCheck .45 abs(ySpeed)); i++) {
      if (!
onwall2(player.1, (temp.y+(temp.scany*temp.yDir)) / 16 + (temp.saveCheck 1.5 2) + (temp.yDir*(temp.saveCheck 24 1)) * (1/16), 11)) temp.scany++;
      else if (
temp.saveCheck) continue; else break;
    }
    
temp.y+=(temp.scany*temp.yDir);
    
temp.varia=onwall2(player.x+1,player.y+2,1,1);
    
player.temp.16;
  }
  if (
tiletype(player.1.5player.2) == 3) {
    
setani("sit""");
  }  

}


//**************************************************
//Calculate the distance between (0, 0) and (dx, dy).
function Distance(dxdy)
{
  return ((
dx)^+ (dy)^2)^0.5

I'll be using this I think.
Thanks <3

Last edited by middo; 04-10-2007 at 04:04 PM..
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