Functions moveup and movedown
by Geo Miller · in Torque Game Engine · 08/06/2005 (4:26 pm) · 5 replies
The functions moveup and movedown in in default.bind.cs don't seem to have any effect on the player's position. I removed the effect of gravity in player.cc, but even when I keymap the moveup and movedown fucntions in default.bind.cs and config.cs, there is no apparent effect when pressing the buttons. I tried this in multiple stock versions of the starter.fps example and also in my game based on 1.3. Any ideas/help would be great.
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#2
08/06/2005 (4:54 pm)
Oh, yea I thought about that and tested it with a HoverVehicle with no change in result.
#3
08/06/2005 (4:55 pm)
I dont think it would be Hover, try the plane(not sure of the correct name) since hover is ment to stay on the ground
#4
If, for instance, you wanted to add a ladder, you could add something to the Player class to indicate if he's on a ladder or not, and if he is, use the move->z value to make him move up and down the ladder. But, the default fps implementation doesn't do anything with the value except pass it on to Player::updateMove() which in turn ignores it.
08/08/2005 (9:52 am)
Eventually moveUp and moveDown translates into a move->z in Player::updateMove();If, for instance, you wanted to add a ladder, you could add something to the Player class to indicate if he's on a ladder or not, and if he is, use the move->z value to make him move up and down the ladder. But, the default fps implementation doesn't do anything with the value except pass it on to Player::updateMove() which in turn ignores it.
#5
02/22/2006 (5:09 pm)
Right now, I am working on a game that requires the use of the "player" to move up and down. Is there a way to defaultly make the player able to move up an down in mid air?
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