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setting player velocity

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Created 12 years ago
by jei9363
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I get no noticeable velocity change with this

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	wait self.zip_speed;

player.isZipLining = "false";
player unlink();
player_link delete();
player DisableInvulnerability();
player setVelocity(40000,40000,0);

I have a snow machine moving the player at a linear path, then when that ends I want to apply a launch

Last Edit: October 12, 2014, 02:15:52 pm by jei9363
Marked as best answer by jei9363 12 years ago
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RadihaX
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Try putting an extra set of parentheses around the coordinates, or else its just passing 3 separate numbers through, not a coordinate. I believe a lot of coordinate based functions require those parentheses to work properly.

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player setVelocity((40000,40000,0));
Last Edit: October 12, 2014, 02:24:36 pm by JBird632
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thanks brah  :D

Last Edit: October 12, 2014, 09:01:42 pm by jei9363
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Awesome! Really sick snow blower  ;)
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Awesome! Really sick snow blower  ;)

I'm finishing the model up now that its working. now we're even in fixing eachothers small derps (scavenger waypoint) haha. I expect some crazy transverses from you as-well   

Double Post Merge: October 12, 2014, 04:33:56 pm
can you set the velocity of ai? its working for zombies (doesnt break pathing) but they drop 90 deg straight down

Double Post Merge: October 12, 2014, 04:40:50 pm
would my best bet be linking the zombie to a tag_origin and doing a physics launch on the tag_origin?
Last Edit: October 12, 2014, 04:40:50 pm by jei9363
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Link them to an origin, and do a fake_physics launch, that's what I do for launching players and zombies with my flinger in Frostbite and it seems to work ok (also that is exactly how Treyarch did their flinger).
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That's supposed to be used for the contest christmas WIP? I like it, good job :D
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That's supposed to be used for the contest christmas WIP? I like it, good job :D

yep! I have some other wintery escapes in the works as well! but I have midterms this week. just wanted to get the snowblower good so I could study in peace haha

 
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