Author Topic: Function for Walking  (Read 3912 times)

I think he meant walking movement, not physical movement.
If you did,
moveforward();
Movebackward();
Then right, left, etc.

I think he meant walking movement, not physical movement.
If you did,
moveforward();
Movebackward();
Then right, left, etc.

Those functions are simply helpers and/or keybind functions that set the value of these variables:
$mvBackwardAction
$mvForwardAction
$mvLeftAction
$mvRightAction
$mvUpAction
$mvDownAction


Also, you can set something like $mvForwardAction to 0.5 to walk forward half as fast as you normally would.

OK, still think the functions are easier to use

Thing is, he asked how C (walk) worked, and you cannot do moveForward(0.3); and I recommend using the variables instead.
« Last Edit: January 25, 2012, 02:25:28 AM by Port »


moveForward(1);
moveBackward(1);

I think.
But, you can use
$MVForwardAction = number from 0-1;
To move at any speed forward. You can even go so slow it doesnt even play the walking animation! :D

Port, just want to say that those posts are really enlightening. I had no idea that's how that stuff worked.

okay, hadn't been on a computer for like two days
didn't realise what mvforwardaction did

He's asking for a serversided function.

He's asking for a serversided function.

Just a shot in the dark:

Some function loops through all players and finds their locations, and, using their previous location, determines the maximum distance they could have traveled at the walking speed during that loop, and if they exceeded that distance, it teleports them to the spot that is in the same direction but the correct distance.

Any server that does that would be a big pile of poop, however.

Just a shot in the dark:

Some function loops through all players and finds their locations, and, using their previous location, determines the maximum distance they could have traveled at the walking speed during that loop, and if they exceeded that distance, it teleports them to the spot that is in the same direction but the correct distance.

Any server that does that would be a big pile of poop, however.
Well, what he's trying to do is slow down people that are aiming without having to use an additional datablock so that it will work with any playertype without changing.

He figures if he can find a serversided function that handles walking he could more easily do this.

Yes, what otto said. Need function, if there is one.

Yes, what otto said. Need function, if there is one.
again i doubt there is one because not tracing nor dumping shows anything

at least not anything obvious.


Walking is an engine handled feature. TQS is too far too slow to handle it as smoothly as it is handled. There is no serversided callback or function for it because walking operates on the client-side with serverside checking to prevent cheating, aside from that the server only relays the position changes and such, and as I said this is all handled through engine code. It makes sense if you think about it.