YouGroove Posted April 12, 2014 Share Posted April 12, 2014 The PlayerFPS code uses two other parameters for SetInput function. They are not documented on the official doc. FPS player code : --Position camera at correct height and playerPosition self.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , false, 1.0, 0.5, true) Official docs : This functions set the movement parameters of an entity that uses the CharacterPhysics physics mode. The input values should not be modulated by the application speed, since they will only be used once per physics step. Syntax void SetInput(float angle, float move, float strafe=0, float jump=0, bool crouch=false, float maxaccel=1) Parameters angle: the angle the character faces. move: the forward movement of the character. strafe: the horizontal movement of the character. jump: the jumping force to apply. crouch: if set to true the character will crouch, otherwise they will stand up. maxaccel: the maximum acceleration the character may use. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Guppy Posted April 12, 2014 Share Posted April 12, 2014 From the header file: virtual void SetInput(const float angle, const float move, const float strafe=0, const float jump=0, const bool crouch=false, const float maxaccel=1,const float maxdecel=0.5, const bool detailed=false); Granted not all that helpful, but at least "maxdecel" makes some sence Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
Mikalaj Posted October 16, 2014 Share Posted October 16, 2014 Thanks Guppy, I was also looking for description of other two parameters. The description on that link http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetinput-r706 should be fixed. Quote Link to comment Share on other sites More sharing options...
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