Author Topic: No crouch playertype.  (Read 6969 times)

I wouldn't know how to exactly do that.
It's a property on the armor.

PlayerStandardArmor.crouchBoundingBox = PlayerStandardArmor.boundingB ox;

Nevermind, just tested and it doesn't work.
« Last Edit: May 16, 2011, 06:29:05 PM by Greek2me »

If you crouch then the others can't hit you unless they crouch, some don't even have the time/reaction-time to crouch before they die.

What? Learn to aim. Problem solved.

You're not understanding the scenario properly.

This is a top-down shooter. Bullets will always aim at the same Z level but you will aim the X/Y Axis Rotation. If they're crouching, the bullets will never hit.

What? Learn to aim. Problem solved.

I don't think you should be posting at all in coding help. Why don't you frolic in the off topic section instead.

It's a property on the armor.

PlayerStandardArmor.crouchBoundingBox = PlayerStandardArmor.boundingB ox;

I'll try it now and get back to you later about it.


Try this instead:

Code: [Select]
crouchBoundingBox = PlayerStandardArmor.boundingBox;

I don't think you should be posting at all in coding help. Why don't you frolic in the off topic section instead.

I may not be a master at coding, but I'm not totally useless.

Try this instead:

Code: [Select]
crouchBoundingBox = PlayerStandardArmor.boundingBox;
I didn't mean to actually put that within the datablock declaration. Ash's code should work, though.

Code: [Select]
function Crouch()
{
return;
}

I'm just glad Iban is here to tell all the idiots how stupid they are as gently as need be.

In the meantime,

Code: [Select]
function Crouch()
{
return;
}
We've been over how this will not work.

Also, allow me to propose the 'last ditch' solution, wherein you make it so crouching causes you to die.

Also, allow me to propose the 'last ditch' solution, wherein you make it so crouching causes you to die.
hey u
If all else fails, and do not do this except as a last resort, you can probably enforce not crouching by adding some nasty piece of code to the armor::ontrigger which will make the player think twice before they hit the floor.

Is my bounding box method really not that appreciable?

What would this do (assuming that I'm coding it correctly)?

Code: [Select]
function armor::onTrigger(%client, %slot, %io)
{
   if(%slot == 3 && %io)
      crouch(0);
}

Basically, uncrouch the player on-crouch

What would this do (assuming that I'm coding it correctly)?

Code: [Select]
function armor::onTrigger(%client, %slot, %io)
{
   if(%slot == 3 && %io)
      crouch(0);
}

Basically, uncrouch the player on-crouch
No, no and no as it has been said many times.

What would this do (assuming that I'm coding it correctly)?

Code: [Select]
function armor::onTrigger(%client, %slot, %io)
{
   if(%slot == 3 && %io)
      crouch(0);
}

Basically, uncrouch the player on-crouch
Listen, dear.

crouch(%b) is a client-side function. The server cannot disable (or even interact with) this function, ever.
Armor::onTrigger is used to talk to scripts after the engine's reaction to specific key presses. Disabling the crouch reaction in this function does not disable crouching.

There is no function in the game that you can package and disable crouching through the server. None what so ever.