well yeah... if i hide the HandleMovement();
it's just like the module is beign cutted off
and not any purpose then
with some trick //
i can join both together very nice..
as example
in room 1 i can trigger a gravity jump
and walking/running the player in diagonal
also while walking in a new high platform.
(with Alt Keyboard Movement is simply Amazing)
(not that's the same from the standard module KeyboardMovement using with the gravity jump)
#region then, are usefull for setting limits to the player
player.IsStandingOnRegion(1) { player.PlaceOnWalkableArea();}
and will not fall to underground
It's actually good stuff together
the description you did it's exactly what i wish for
probably i should give a global timer that animate the idle view taking out from modules
something like
in GlobalScript.ash
#define TIMER_IDLE_VIEW 1
in GlobalScript.asc
function IDLE_VIEW() {
if (!KeyboardMovement.Animating() && was_animating) { SetTimer(TIMER_IDLE_VIEW, 160); }
if (IsTimerExpired(TIMER_IDLE_VIEW))
{
// animate the idle view avoid Alt KeyboardMovement Loops ,
// if keyboard is animating then, normal view/walking
// How Khris could you do something alike to do the trick ?
// i wish you could help me with this
}
it's just like the module is beign cutted off
and not any purpose then
with some trick //
i can join both together very nice..
as example
in room 1 i can trigger a gravity jump
and walking/running the player in diagonal
also while walking in a new high platform.
(with Alt Keyboard Movement is simply Amazing)
(not that's the same from the standard module KeyboardMovement using with the gravity jump)
#region then, are usefull for setting limits to the player
player.IsStandingOnRegion(1) { player.PlaceOnWalkableArea();}
and will not fall to underground
It's actually good stuff together
the description you did it's exactly what i wish for
probably i should give a global timer that animate the idle view taking out from modules
something like
in GlobalScript.ash
#define TIMER_IDLE_VIEW 1
in GlobalScript.asc
function IDLE_VIEW() {
if (!KeyboardMovement.Animating() && was_animating) { SetTimer(TIMER_IDLE_VIEW, 160); }
if (IsTimerExpired(TIMER_IDLE_VIEW))
{
// animate the idle view avoid Alt KeyboardMovement Loops ,
// if keyboard is animating then, normal view/walking
// How Khris could you do something alike to do the trick ?
// i wish you could help me with this
}