Author Topic: Event - PlayerSpeed  (Read 5507 times)

With the latest update, speeds can be set per player.

This adds one output event:

Player > setSpeedMultiplier 0.0-10.0
This sets all the player's max speed values relative to the datablock's values.

[Dropbox]

Updated: Now includes Support_SpeedFactor.cs, removed the other event as it wouldn't work with the support script and no one would probably use it anyway.
« Last Edit: January 13, 2015, 05:29:46 PM by Shift Kitty »



In case it doesn't already, I can recommend using Support_SpeedFactor.cs behind the scenes to be compatible with other simple speed multiplying add-ons. Just store the event specified scale factor on the player and multiply by it when packaging `getSpeedFactor`.

In case it doesn't already, I can recommend using Support_SpeedFactor.cs behind the scenes to be compatible with other simple speed multiplying add-ons. Just store the event specified scale factor on the player and multiply by it when packaging `getSpeedFactor`.
Working on this now.

Edit: There's an issue with this.
Player::setMax_Speed(%this,%list,%speed,%cl) only modifies one speed value, not all 9, thus being incompatible with the support script without modifying the core function. I'll just opt out of including that event for now.

Edit #2: Done.
« Last Edit: January 13, 2015, 05:29:58 PM by Shift Kitty »

What about events that lets you set each individual max speed command rather than all of them at once?

What about events that lets you set each individual max speed command rather than all of them at once?
http://forum.blockland.us/index.php?topic=273280.0 this would need to get updated in order to support that, because anything using that will screw with setting individual speeds, and vice versa.

http://forum.blockland.us/index.php?topic=273280.0 this would need to get updated in order to support that, because anything using that will screw with setting individual speeds, and vice versa.

I'm trying to think of a simple way to accomplish that
One way would be so that, for example:

    effective max forward speed = playertype speed * getForwardSpeedFactor
    getForwardSpeedFactor = getSpeedFactor


One could then separately modify whatever is necessary
What extra factors would be included, though?
Having every combination of forward, backward and side for normal, crouch and underwater would get messy really quickly — perhaps only have scales for directions that apply to all states?

I cant wait to set the player speed to 10000000000000000000 and crash my game :3

I cant wait to set the player speed to 10000000000000000000 and crash my game :3
I'm sure there's a limit

I'm trying to think of a simple way to accomplish that
One way would be so that, for example:

    effective max forward speed = playertype speed * getForwardSpeedFactor
    getForwardSpeedFactor = getSpeedFactor


One could then separately modify whatever is necessary
What extra factors would be included, though?
Having every combination of forward, backward and side for normal, crouch and underwater would get messy really quickly — perhaps only have scales for directions that apply to all states?
I hope someone else has an answer to this. I'm completely fine with just scaling everything at once, but some people want some things individually adjusted and I'm not sure how flexible they need it to be.

Like, what if someone wants it to be the states that get scaled rather than the directions? Like something that improves your swimming.

I'm sure there's a limit
Well, on this add-on specifically, the limit is x10.
But the game's normal limit still applies, considering there's been a limit to how fast a datablock could go anyways.

Well, seeing how there was no response, this was created.

Have fun without adjusting water speeds or having compatibility with other add-ons.


I cant wait to set the player speed to 10000000000000000000 and crash my game :3
Max is 200. Any higher will just set it back to 200.