I wouldnt say this is a soltion but something interesting you might want to try, I dont completely understand why it works, and it only disables turn left / right. The player can still strafe to the left and right.
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NOTE: This only works in kyle.cog.
(because its the players class cog I believe)
Add to symbols:
message pulse
Add to code:
pulse:
SetThingFlags(player, 0x20000);
SetThingRotVel(player, '0 0 0');
Return;
Then Add the start of Pulse somewhere, like for this test:
init_kyle:
SetPulse(0.1);
// rest of init_kyle stuff
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If anyone can shed some light on why this works please tell me. DataMaster describes
0x20000 as 'Thing has acive pulse'. So im thinking that putting it in kyle's pulse is acting like a call statement, allowing the pulse in kyle to approach the speeds of a while or for loop. If this is the case, I would think using this methog might create more lag then consantly Setting the look vector.
I havent been able to do this effect in other cogs.
- Wisdom is 99% experience, 1% knowledge. -