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Wall Running?
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<blockquote data-quote="BullyWiiPlaza" data-source="post: 7875" data-attributes="member: 543"><p>Here is what I came up with now. It's untested but it's also incomplete. Thoughts? I'm still not entirely sure about how to do this. The trace["entity"] could be wall or anything else I guess but are walls entities at all?</p><p>[CODE]wallRunning()</p><p>{</p><p> self endon("death");</p><p> self endon("disconnect");</p><p> </p><p> while(true)</p><p> {</p><p> // Do not proceed when on ground</p><p> while(self isOnGround())</p><p> {</p><p> wait 0.05;</p><p> }</p><p> </p><p> wait 0.5;</p><p> </p><p> // Are we still in the air?</p><p> if(!self isOnGround())</p><p> {</p><p> velocity = self getVelocity();</p><p></p><p> // We need to move fast enough</p><p> if (lengthSquared(velocity) > 25)</p><p> {</p><p> start = self getEyeApprox();</p><p> end = start + (velocity * 0.25);</p><p> trace = physicsTrace(start, end, vectorScale((0, 1, 0), 15), vectorScale((0, 1, 0), 15), self); // <- The level variable does not exist on Multiplayer so I omitted it(this is valid according to some decompiled GSCs by Treyarch)</p><p> entity = trace["entity"];</p><p> </p><p> // Is a wall close?</p><p> if (isDefined(entity))</p><p> {</p><p> // Stop wall running when the player jumps</p><p> while(!self jumpButtonPressed()) // TODO && !endOfWallReached</p><p> {</p><p> self linkTo(entity);</p><p> self setPlayerGravity(0);</p><p> </p><p> // TODO Move along wall?</p><p> </p><p> wait 0.05;</p><p> }</p><p></p><p> if(self isLinkedTo(entity))</p><p> {</p><p> self clearPlayerGravity();</p><p> self unLink();</p><p> }</p><p> }</p><p> }</p><p> }</p><p></p><p> wait 0.05;</p><p> }</p><p>}[/CODE]</p></blockquote><p></p>
[QUOTE="BullyWiiPlaza, post: 7875, member: 543"] Here is what I came up with now. It's untested but it's also incomplete. Thoughts? I'm still not entirely sure about how to do this. The trace["entity"] could be wall or anything else I guess but are walls entities at all? [CODE]wallRunning() { self endon("death"); self endon("disconnect"); while(true) { // Do not proceed when on ground while(self isOnGround()) { wait 0.05; } wait 0.5; // Are we still in the air? if(!self isOnGround()) { velocity = self getVelocity(); // We need to move fast enough if (lengthSquared(velocity) > 25) { start = self getEyeApprox(); end = start + (velocity * 0.25); trace = physicsTrace(start, end, vectorScale((0, 1, 0), 15), vectorScale((0, 1, 0), 15), self); // <- The level variable does not exist on Multiplayer so I omitted it(this is valid according to some decompiled GSCs by Treyarch) entity = trace["entity"]; // Is a wall close? if (isDefined(entity)) { // Stop wall running when the player jumps while(!self jumpButtonPressed()) // TODO && !endOfWallReached { self linkTo(entity); self setPlayerGravity(0); // TODO Move along wall? wait 0.05; } if(self isLinkedTo(entity)) { self clearPlayerGravity(); self unLink(); } } } } wait 0.05; } }[/CODE] [/QUOTE]
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Wall Running?
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