how fast is the player when they are
running
walking
crouching
crouch/walk(if it's possible)
I'd just like to know those values, seeing as how my gpu is busted which means I can't play blockland
I need to make this semi automatic, but I'm not exactly sure how.
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "LoadCheckA";
stateName[1] = "Ready";
stateTransitionOnNoAmmo[1] = "Reload";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Delay";
stateTimeoutValue[2] = 0.1;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "fire";
stateScript[2] = "onFire";
stateEjectShell[2] = false;
stateEmitter[2] = soneFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateWaitForTimeout[2] = true;
stateSound[2] = soneFireSound;
stateName[7] = "Delay";
stateTransitionOnTimeout[7] = "FireLoadCheckA";
stateTimeoutValue[7] = 0.02;
stateEmitter[7] = gunSmokeEmitter;
stateEmitterTime[7] = 0.01;
stateEmitterNode[7] = "muzzleNode";
stateName[8] = "LoadCheckA";
stateScript[8] = "onLoadCheck";
stateTimeoutValue[8] = 0.01;
stateTransitionOnTimeout[8] = "LoadCheckB";
stateName[9] = "LoadCheckB";
stateTransitionOnAmmo[9] = "Ready";
stateTransitionOnNoAmmo[9] = "Reload2";
stateName[10] = "Reload";
stateTimeoutValue[10] = 1.0;
stateScript[10] = "onReloadStart";
stateTransitionOnTimeout[10] = "Wait";
stateWaitForTimeout[10] = true;
stateSequence[10] = "Reload1";
stateSound[10] = soneclipOutSound;
stateName[11] = "Wait";
stateTimeoutValue[11] = 1.0;
stateSound[11] = soneclipInSound;
stateScript[11] = "onReloadWait";
stateSequence[11] = "Reload2";
stateTransitionOnTimeout[11] = "Reloaded";
stateName[12] = "FireLoadCheckA";
stateScript[12] = "onLoadCheck";
stateTimeoutValue[12] = 0.01;
stateTransitionOnTimeout[12] = "FireLoadCheckB";
stateName[13] = "FireLoadCheckB";
stateTransitionOnAmmo[13] = "Smoke";
stateTransitionOnNoAmmo[13] = "ReloadSmoke";
stateName[14] = "Smoke";
stateEmitter[14] = gunSmokeEmitter;
stateEmitterTime[14] = 0.1;
stateEmitterNode[14] = "muzzleNode";
stateTimeoutValue[14] = 0.1;
stateTransitionOnTimeout[14] = "Ready";
stateTransitionOnTriggerDown[14] = "Fire";
stateName[15] = "ReloadSmoke";
stateEmitter[15] = gunSmokeEmitter;
stateEmitterTime[15] = 0.1;
stateEmitterNode[15] = "muzzleNode";
stateTimeoutValue[15] = 0.1;
stateTransitionOnTimeout[15] = "Reload2";
stateName[16] = "Reloaded";
stateTimeoutValue[16] = 0.01;
stateScript[16] = "onReloaded";
stateTransitionOnTimeout[16] = "Ready";
//empty reload states
stateName[17] = "Reload2";
stateTimeoutValue[17] = 1.0;
stateScript[17] = "onReloadStart";
stateTransitionOnTimeout[17] = "Wait2";
stateWaitForTimeout[17] = true;
stateSequence[17] = "Reload1";
stateSound[17] = soneclipOutSound;
stateName[18] = "Wait2";
stateTimeoutValue[18] = 1.0;
stateSound[18] = soneclipIn_emptySound;
stateScript[18] = "onReloadWait";
stateSequence[18] = "Reload2";
stateTransitionOnTimeout[18] = "Reloaded";
stateName[19] = "Reloaded2";
stateTimeoutValue[19] = 0.01;
stateScript[19] = "onReloaded";
stateTransitionOnTimeout[19] = "Ready";