Author Topic: 2015/01/13 - Blockland r1956  (Read 42393 times)


Pretty much everything in that changelog is the best thing ever

Can not agree more

And I was beginning to think there wouldn't be an update, Badspot you've raised my hopes right back up! Thank you.

Increased maximum ghost limit to 1M, what could go wrong
Increased datablock limit to 8k, that'll be fun to download

this is the best thing

  • You can now set individual player speeds directly using the following functions
    • setMaxForwardSpeed
    • setMaxBackwardSpeed
    • setMaxSideSpeed
    • setMaxCrouchForwardSpeed
    • setMaxCrouchBackwardSpeed
    • setMaxCrouchSideSpeed
Well, this is gonna open up some new possibilities. Was sick of trying to think of how best to do this with physicalzones or switching playertypes.

What does Player::setWorldSpaceMovement(bool val) do?

If passed 1, it makes you move relative to global axises (+/-X, +/-Y) rather than relative to your player's rotation.
I can think of quite a few uses for this, but what was the motivation for adding it?
« Last Edit: January 13, 2015, 02:00:15 PM by portify »

I don't usually say yes...

but YES

« Last Edit: January 13, 2015, 02:03:05 PM by Nobot »

I knew you wouldn't give up on us Badspot.

One million bricks?! Deary me, think of the awesome cityscapes!

ALL HAIL KING BADSPOT.

Thanks for the update!

Badspot

  • Administrator
What does Player::setWorldSpaceMovement(bool val) do?

If passed 1, it makes you move relative to global axises (+/-X, +/-Y) rather than relative to your player's rotation.
I can think of quite a few uses for this, but what was the motivation for adding it?

I made a legend of zelda game mode with a top down camera a while back and this lets you have camera relative movement.  I'm not even sure it's better because it makes everyone strafe around strangely, but it's there to experiment with.  



I assume there are also get functions for the variable speed(s) of the player?
I should try before i ask, but hey, it cannot hurt to ask right? :/

Also, neat.