Is there a way to stop a player from moving in JK, while still letting him rotate and fall?
I've tried StopThing() and SetThingVel() in a pulse message but they also keep the player from falling (he stays suspended in the air and descends SLOWLY).
I've also tried to apply negative force along the X and Y axes, but I've had no luck. Of course, I might be doing it wrong. Here is what I used for the negative force
Is there a way to do it? Will what I tried work but should done differently(correctly)?
It's not a BIG deal if I can't, but I'd really like to get it to work. Thanks in advance for any help I can get. I'm gonna go to bed now (I'm on the East coast and it's 12:26). Good night.
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I am Darth Slaw.
The Dark Lord of the Sith,
And part of the Nightfire mod team
I've tried StopThing() and SetThingVel() in a pulse message but they also keep the player from falling (he stays suspended in the air and descends SLOWLY).
I've also tried to apply negative force along the X and Y axes, but I've had no luck. Of course, I might be doing it wrong. Here is what I used for the negative force
Code:
ApplyForce(player, vectorset(-vectorx(GetThingThrust(player)), -vectory(GetThingThrust(player)), 0));
Is there a way to do it? Will what I tried work but should done differently(correctly)?
It's not a BIG deal if I can't, but I'd really like to get it to work. Thanks in advance for any help I can get. I'm gonna go to bed now (I'm on the East coast and it's 12:26). Good night.
------------------
I am Darth Slaw.
The Dark Lord of the Sith,
And part of the Nightfire mod team
May the mass times acceleration be with you.