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ForumsCog Forum → movement cog
movement cog
2002-01-05, 1:35 AM #1
Hello !

I would like to know if there is a "movement cog" where u can set the normal speed, the jumps and so on...

what name does it have for mots?

Thank you in advance
2002-01-05, 9:37 AM #2
No, a player's move and jump speeds are defined in his template - not with cog.

So change the maxthrust setting in the walkplayer template to what you want (1.0=walk, 2.0=run). And then add 'jumpspeed=yourNum' to the walkplayer template. -the jumpspeed is normally 1.5 and a speed of 5 is the equivalent of a force jump.

------------------
I never forget a face, but in your case, I'll be glad to make an exception. -Groucho Marx

[This message has been edited by SaberMaster (edited January 05, 2002).]
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-01-05, 11:25 AM #3
here's just a shot in the dark, but couldn't you use the verbs from force jump and force speed (the names escape me at the moment) to add speed to the player, and if you wanted to make them slower you could, in theory, put a negative value for them.
2002-01-05, 11:42 AM #4
That is correct CoconutBoy. Although, it would be a lot easier to do a parsearg. The part from force jump would be hard, but the part from force speed is easy. The verb for force speed is SetActorExtraSpeed(player, 0.5 + rank / 2);. Now, all you have to do is put that somewhere in the startup for the single player and multiplayer sections of the Kyle.cog. Or, the other verb you can use is, ParseArg(player, "maxthrust=2.00 jumpspeed=1.25"); There.
"The world is neither black nor white but differing shades of gray."
-By me.

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