Author Topic: No Tilt When Looking Up or Down  (Read 1147 times)

How, if possible, do I stop the tilting animation played when you look up or down? Basically I want your player to stand straight up regardless of whether or not you're looking up or down. You know, as if there was an object both in front of and behind you.

Set your camera to orbit yourself.  You will, however, lose the ability to control your player.
Otherwise you will need to do some model and animation work.
The player tilting thing is handled client sided, so you can't really control it otherwise.

Try playing with Player.setArmThread. Don't have Blockland on this computer so I can't test, but I'm pretty sure there's some method that lets you relate an animation with the angle you're looking at.

works with the "plant" animation, but it breaks walking, i.e. if I change datablocks while moving the animation gets stuck.

Can you explain a bit about what this is for?
That'll help us.

It's just as it sounds. I want a playertype that stand straight up at all times.

Try playing with Player.setArmThread. Don't have Blockland on this computer so I can't test, but I'm pretty sure there's some method that lets you relate an animation with the angle you're looking at.

Yeah, this. player::setArmThread lets you set which animation is consistently kept at a specific point based on aim pitch to simulate aim tilting. Try using the root thread with it.

works with the "plant" animation, but it breaks walking, i.e. if I change datablocks while moving the animation gets stuck.

Use player::setArmThread on datablock change to bring it back to the default thread. If that doesn't work, try player::setActionThread with the root thread as well.

Yeah, this. player::setArmThread lets you set which animation is consistently kept at a specific point based on aim pitch to simulate aim tilting. Try using the root thread with it.

Use player::setArmThread on datablock change to bring it back to the default thread. If that doesn't work, try player::setActionThread with the root thread as well.
Like this?
Code: [Select]
%obj.setArmThread(armattack);
%obj.setActionThread(root,true,true);
That doesn't seem to work with the movement animations, but idk how actionthread works really.