Call of Duty 5: World at War => Help Desk => Scripting => Topic started by: nabaro on February 15, 2015, 10:12:40 am
Title: Physics Launch a Player
Post by: nabaro on February 15, 2015, 10:12:40 am
I am trying to fling a player using Physics Launch, but it does nothing. I'm not sure that I understand the parameters of Physics Launch fully. Here is the code:
Thanks in advance!
Title: Re: Physics Launch a Player
Post by: BluntStuffy on February 15, 2015, 01:10:05 pm
you need to specify the force as a vector though, so like: ( x,y,z ) but this only works for script_models i think. Try using launch() or setvelocity(). Prob the last one will give the best result.
Title: Re: Physics Launch a Player
Post by: nabaro on February 15, 2015, 02:56:14 pm
I'm still a bit unsure what a vector is. Let's say I set the vector to (50, 30, 10), will the launched object/person go to that point on the coordinate grid, or will they move 50 on the x axis, 30 on the y axis, and 10 on the z axis. Pretty much, is it a specific position or a distance relative from the player/object?
Title: Re: Physics Launch a Player
Post by: BluntStuffy on February 15, 2015, 03:07:26 pm
vector's arent my strongest point either. it's the direction of the force applied ( ? i think ), it's def not the coordinate's. Look in the scripting reference for some functions you can use related to vector's, or ask someome who understands them, lol.
Title: Re: Physics Launch a Player
Post by: JBird632 on February 15, 2015, 04:17:56 pm
You might want to take into consideration the fact that you can't play the phsyicslaunch function on a player as it doesn't seem to do anything. The best way I have found (that is the way Treyarch made the flinger) was to link a player to a struct and physicslaunch the struct.
Title: Re: Physics Launch a Player
Post by: nabaro on February 16, 2015, 02:28:40 am
Thank you,
works!
Title: Re: Physics Launch a Player
Post by: MakeCents on February 16, 2015, 01:35:52 pm