Author Topic: Player Launching  (Read 1730 times)

I think the whole thing would be easier if TGE handled Euler well, It'd be easier to make it think more 2D that way, with just angles and distance in the X  and Y; Then setting the angle ratio to make the Z the dependent variable. You could find the ratio yourself with Cartesian, or look it up somewhere. And use For operator or something. I'm new to coding in general. That's just my idea

//Okay so. All this would have to be client sided.

if(!$ClientWarp::Binds)
{
   $remapDivision[$remapCount]="Warp Cmd";
   $remapName[$remapCount]="Activate";
   $remapCmd[$remapCount]="Warp";
   $remapCount++;
   $ClientWarp::Binds=1;
}
function Warp()
{
      commandtoserver('addmehsomevelocity');
}

//All this would have to be Server sided.

function serverCmdaddmehsomevelocity(%client)
{
      %client.player.addvelocity("0 0 999");
}




Okay so just make a: script_NAME.zip file and make a server.cs and client.cs.

Put:

function serverCmdaddmehsomevelocity(%client)
{
      %client.player.addvelocity("0 0 999");
}

into the server.cs

and put:

if(!$ClientWarp::Binds)
{
   $remapDivision[$remapCount]="Warp Cmd";
   $remapName[$remapCount]="Activate";
   $remapCmd[$remapCount]="Warp";
   $remapCount++;
   $ClientWarp::Binds=1;
}
function Warp()
{
      commandtoserver('addmehsomevelocity');
}

Into the Client.cs and save.

PLEASE note that this will only work on your server. Unless somone had the .zip you made.