Author Topic: Output Event - set2DCamera  (Read 8022 times)

maxSideSpeed = 0;
that

i picked the wrong thing for you to reference; i didn't realize player_nojet and other default ones just copy the standard player's class and edits values in it.

if you really want to find out how playertypes are set up download a custom one and open that up.

maxSideSpeed = 0;
Just tested, is there a maxDiagonalSpeed command thing as well? Becasue i can move diagonal. And how would i deactivate the ability to turn left or right?

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that

i picked the wrong thing for you to reference; i didn't realize player_nojet and other default ones just copy the standard player's class and edits values in it.

if you really want to find out how playertypes are set up download a custom one and open that up.
okay

Start a singleplayer game, then type this in the console:

PlayerStandardArmor.dump();

It should then list everything you need to know

Code: [Select]
//--- OBJECT WRITE BEGIN ---
new PlayerData(PlayerStandardArmor) {
   className = "armor";
   shapeFile = "base/data/shapes/player/m.dts";
   emap = "1";
   renderWhenDestroyed = "1";
   mass = "90";
   drag = "0.1";
   density = "0.7";
   maxEnergy = "100";
   maxDamage = "100";
   disabledLevel = "1";
   destroyedLevel = "1";
   repairRate = "0.33";
   rechargeRate = "0.8";
   inheritEnergyFromMount = "0";
   isInvincible = "0";
   firstPersonOnly = "0";
   thirdPersonOnly = "0";
   useEyePoint = "0";
   observeThroughObject = "0";
   renderFirstPerson = "0";
   pickupRadius = "1.25";
   minLookAngle = "-1.5708";
   maxLookAngle = "1.5708";
   maxFreelookAngle = "3";
   maxTimeScale = "1.5";
   maxStepHeight = "1";
   runForce = "4320";
   runEnergyDrain = "0";
   minRunEnergy = "0";
   maxForwardSpeed = "7";
   maxBackwardSpeed = "4";
   maxSideSpeed = "6";
   maxUnderwaterForwardSpeed = "8.4";
   maxUnderwaterBackwardSpeed = "7.8";
   maxUnderwaterSideSpeed = "7.8";
   runSurfaceAngle = "70";
   minImpactSpeed = "30";
   maxForwardCrouchSpeed = "3";
   maxBackwardCrouchSpeed = "2";
   maxSideCrouchSpeed = "2";
   airControl = "0.1";
   cameraTilt = "0.261";
   cameraVerticalOffset = "0.75";
   cameraHorizontalOffset = "0";
   cameraMaxDist = "8";
   cameraMinDist = "0";
   jumpForce = "1080";
   jumpEnergyDrain = "0";
   minJumpEnergy = "0";
   minJumpSpeed = "20";
   maxJumpSpeed = "30";
   jumpSurfaceAngle = "80";
   jumpDelay = "3";
   jetEnergyDrain = "0";
   minJetEnergy = "0";
   canJet = "1";
   boundingBox = "5 5 10.6";
   crouchBoundingBox = "5 5 4";
   horizMaxSpeed = "68";
   horizResistSpeed = "33";
   horizResistFactor = "0.35";
   upMaxSpeed = "80";
   upResistSpeed = "25";
   upResistFactor = "0.3";
   jetEmitter = "playerJetEmitter";
   jetGroundEmitter = "playerJetGroundEmitter";
   jetGroundDistance = "3.98827";
   footPuffNumParts = "10";
   footPuffRadius = "0.25";
   JumpSound = "JumpSound";
   mediumSplashSoundVelocity = "10";
   hardSplashSoundVelocity = "20";
   exitSplashSoundVelocity = "5";
   impactWaterEasy = "Splash1Sound";
   impactWaterMedium = "Splash1Sound";
   impactWaterHard = "Splash1Sound";
   exitingWater = "exitWaterSound";
   Splash = "PlayerSplash";
   splashVelocity = "4";
   splashAngle = "67";
   splashFreqMod = "300";
   splashVelEpsilon = "0.6";
   bubbleEmitTime = "0.1";
   splashEmitter[0] = "PlayerFoamDropletsEmitter";
   splashEmitter[1] = "PlayerFoamEmitter";
   splashEmitter[2] = "PlayerBubbleEmitter";
   footstepSplashHeight = "0.35";
   groundImpactMinSpeed = "10";
   groundImpactShakeFreq = "4 4 4";
   groundImpactShakeAmp = "1 1 1";
   groundImpactShakeDuration = "0.8";
   groundImpactShakeFalloff = "10";
   uiName = "Standard Player";
   rideAble = "0";
   canRide = "1";
      showEnergyBar = "0";
      brickImage = "brickImage";
      cameraMaxFov = "120";
      decalOffset = "0.25";
      maxTools = "5";
      cameraMinFov = "5";
      speedDamageScale = "3.8";
      maxItems = "10";
      cameraDefaultFov = "90";
      aiAvoidThis = "1";
      maxWeapons = "5";
};
//--- OBJECT WRITE END ---

I'm confused as to why the distance is negative...

Code: [Select]
//--- OBJECT WRITE BEGIN ---
//--- OBJECT WRITE END ---
Where did you get all that from?


Code: [Select]
//--- OBJECT WRITE BEGIN ---
};
//--- OBJECT WRITE END ---
what is upresistspeed for? does it affect falling speed?
and if the above is true then what does density do?

and also destroyedLevel = 1 ?

what is upresistspeed for? does it affect falling speed?
and if the above is true then what does density do?

and also destroyedLevel = 1 ?
If i'm not mistaken, density determines how heavy the player is when in water

can you make an option to change the height of the camera? having it so low is awkward

I'm rendering a video review of it now. I'll edit this post when it's being uploaded to Youtube.

EDIT:
Finished! Here it is: http://www.youtube.com/watch?v=c_YJn0Rbtdk&feature=youtu.be

can you make an option to change the height of the camera? having it so low is awkward

Low?
« Last Edit: July 09, 2013, 08:03:04 PM by Mrmii21 »

I'm rendering a video review of it now. I'll edit this post when it's being uploaded to Youtube.

Low?
yeah, its just in level with the torso. an option to make the camara closer to the ground or higher up to look down on the player would be cool

yeah, its just in level with the torso. an option to make the camara closer to the ground or higher up to look down on the player would be cool

Hmm, now that you mention it, yes, it does seem to be sort of low...
Wait, to look down on the player?
Isn't that already...

I'm confused as to why the distance is negative...

Trust me, I am too

yeah, its just in level with the torso. an option to make the camara closer to the ground or higher up to look down on the player would be cool

I guess I could try mounting an invisible object to the player's head or something and have the camera focus on that or something...
« Last Edit: July 09, 2013, 08:14:55 PM by Electrk »

Could you maybe make one where it controls the camera's position in degrees from north?