Author Topic: [EVENT] SetPlayerAim  (Read 983 times)

Whaaat?
Basically, I want a way to change the player's aim when the event is triggered.


The Events
Straight, Behind, Left, Right, Up, Down, and LookAtBrick.


How it could be done
Now, you might think this isn't possible without a client add-on, but I've thought of a way. When the event is triggered, it should take control of the player and then move the player's aim, then let the client control his player again.
« Last Edit: May 29, 2013, 11:10:58 PM by Klocko² »

Now, you might think this isn't possible without a client add-on, but I've thought of a way. When the event is triggered, it should take control of the player and then move the player's aim, then let the client control his player again. [/font][/center]
uh
I'm pretty sure that's what's impossible about it
the whole moving the player thing

and why did you use a different font...

uh
I'm pretty sure that's what's impossible about it
the whole moving the player thing

and why did you use a different font...
Nono you don't get it, not tell the player's client to look at the brick, instead take control of the player's object and aim it, then give the control back to the player. I'm sorry if it's hard to understand.

uh
I'm pretty sure that's what's impossible about it
the whole moving the player thing

and why did you use a different font...
This is possible.
But it won't have a nice smooth turning curve towards the point, it will like "snap" the aim there

This is possible.
But it won't have a nice smooth turning curve towards the point, it will like "snap" the aim there
Unless math.

Unless math.
It will still have some kind of steps in the movement, you can't have a smooth curve unless you are doing it client-sided

It's alright, I don't really need a smooth turn, snapping the aim is fine.

It will still have some kind of steps in the movement, you can't have a smooth curve unless you are doing it client-sided
why?
client-sided uses steps as well