Author Topic: No Turn Player Type?  (Read 3321 times)

No Turn Player Type Request

I'm aware that there is already a player type that completely disables movement but I've ran into a bit of trouble with this. It doesn't exactly fulfill my purposes.

I'm currently in the process of developing a legit Five Night's At Freddy's server that integrates similar mechanisms to the actual game itself.
One such feature includes the following: The Animatronic Team players moved or teleported to a specific spot once the single Guard Team player checks a certain camera while the Animatronics are in that current location. For example, lets say the Guard checks the Stage Camera. If any one of the Animatronics are wandering in this area, when the Guard has checked the camera, the animatronic will move to it's set location and stare at the camera. This is where the player type datablock issue comes in.

                          


I've tried using Marcem's  No Move Player Type (Even edited it to be First-Person only with basic scripting skills of copy and pasting from another script) and it works but I want the player to stay completely still. With the No Move Player Type, players are still able to turn.

I'm looking for a Player-Type add-on that will completely disable movement, turning, and fix the player's camera. If anyone is willing and able to throw some code together and create this, I will be more then happy to pay you in cookies and will be extremely grateful!   :cookie:  :cookie:  :cookie:
(Not to mention this will be useful for the rest of the community who might otherwise use this for their own distinct purposes)

I will also add you into the credits when I release this as a downloadable game mode.

Thanks again wonderful Blockland community!
« Last Edit: October 21, 2014, 07:18:43 PM by Taowel »

Please don't spam servers randomly with this topic link.

Please don't spam servers randomly with this topic link.

Yeah I'm pretty sure posting once isn't spamming and I only did it on one server. If you're not going to be helpful get out.

I was only spreading the word around.
« Last Edit: October 21, 2014, 07:35:09 PM by Taowel »

Yeah I'm pretty sure posting once isn't spamming and I only did it on one server. If you're not going to be helpful get out.

I was only spreading the word around.
Don't be such a richard about it. The forums are usually slow, or maybe the forums doesn't care to post here at the moment.

This isn't possible.
« Last Edit: October 21, 2014, 07:37:07 PM by Advanced Bot »

Don't be such a richard about it.
Package the commands that are called when a player turns left or right; and if you want to put players in control of a playertype and you don't want them to move, then why not just use bots?

*Sigh* Everything always gets twisted in this place. If I came off as a richard, I apologize guys but fact is, Dannu comes in here and accuses me of spamming my topic link randomly on servers. With unjustified evidence.

 
Please don't spam servers randomly with this topic link.

Right after I only posted this link ONE time on the server he was on and left immediately.
Not to mention BEFORE I even started sharing the link more on other servers.
It's ridiculous and I don't want to waste anyone's time on Sub-Topic Drama so I'm putting an end to the little issue now but I wanted to clear that up before more stuff ensues.

BACK ON TOPIC: How would I be able to package two contrasting commands is what I'm wondering. Also I don't want to have bots replacing players. If I did, it'd be a single-player server which isn't as fun. I might package bots in replacement though if I'm making a Single-Player Version seperately but that's a project for another day. I'm only looking to freeze the Animatronic team players in the spot, includes turning controls, then unfreezing them when the Guard Player switches to another camera. When they are unfreezed they are able to roam around like legit players. I don't want to control them. This will be a Team-Slayer game-mode. Fun for everyone!

Let's not turn this into a drama topic either.

Package the commands that are called when a player turns left or right; and if you want to put players in control of a playertype and you don't want them to move, then why not just use bots?
There isn't a command you can trace for looking left/right or up/down. Unless we talk about the client side. He wants server side.

I don't think you can ever control anyone's screen with the up/down look, though.

Edit: Kind of misread.
Client side: You can package yaw(%thing) and pitch(%thing)
Server side: Not possible without client/server communication for the up/down. Left/right could be modified with a playertype.
« Last Edit: October 21, 2014, 10:50:08 PM by Advanced Bot »

Oh geez. Complete misunderstanding. I meant this as a player type. Not a command. Nor Event. A Player type that isn't able to turn nor concur movement such as jump and forward.

It's not completely possible to not make them turn. Everything else is possible.

Like as I said, through a playertype you can only make them not look left/right.

Ahh yes you're onto something. What would be the code to implant this into a player type?

Anykind of Playertype data. You can look at the Player_*/server.cs files.

Inside the datablock you can put these vars:
jumpForce = 0; //How high can they jump?
runForce = 0; //How fast can they move?

..

There are a lot more vars if you want it to work well (I'm on my phone so I can't access it for now), I think there is always a no move playertype somewhere.

Okay so then what would be the variables for looking/turning? Would they be somewhere along the lines of:

MaxLookLeftSpeed = 0;
MaxLookUpSpeed = 0;
MaxLookRightSpeed = 0;
MaxLookDownSpeed = 0;

Okay so then what would be the variables for looking/turning? Would they be somewhere along the lines of:

MaxLookLeftSpeed = 0;
MaxLookUpSpeed = 0;
MaxLookRightSpeed = 0;
MaxLookDownSpeed = 0;
Have you been reading what he's been saying? It's not possible to control the player's pitch unless you have a client mod too.

Guess what?



Turns out I started playing with Marcem's NoMove Player's script code and I implanted these lines in



MaxLookLeftSpeed = 0;
MaxLookUpSpeed = 0;
MaxLookRightSpeed = 0;
MaxLookDownSpeed = 0;

Turns out that I also implanted the command

 
Quote
FirstPersonOnly;

 just in case yah know?

Just tested it right and BAM it happens! It was almost like magic.


 I made a basic event that changes player type and turned myself into the modified player type and at first it's peculiar. It's the same ol No Move player except this time it's locked into First-Person.

Great! That's one step...

I wanted to see how it would look so I went into F8 and looked at my character, then I activated my ToggleChaseCam add-on so I could control the player once more while I was looking at it but it turns out when I went into F8, the chase cam treated my Camera Orb as a second entity so instead of freezing my ThirdPerson camera and granting me control of the player, the camera of the Camera Orb itself was locked into a position while the object of the Camera Orb was allowed to move. So I Toggled it off and bam! My camera of the Camera Orb had transferred to the location it was in. Yes we all understood that but at the same time my actual player datablock was locked into a position. That is what I want. To be able to be locked into no movement and locked into first person view yet have your enity of Camera locked from the position you were in while changing datablock almost like turning a player into a brick and setting OnCameraBrick on the player himself as the Camera and a certain brick as a target.

« Last Edit: October 22, 2014, 12:07:02 AM by Taowel »

Just realized it's much funner to make the animatronics watch themselves as well. Whole topic is now useless. Locking