nedflandeurse said:I don't want it to be done from run
Ex : run from far, contact with ring -> NO climb to the ring
Can you get rid of it by using Y position stuff?
anim walk
@script
void self = getlocalvar("self");
int x = getentityproperty(self, "x");
int y = getentityproperty(self, "a");
int z = getentityproperty(self, "z");
int Dir = getentityproperty(self, "direction");
int Sx = 36;
int Sy = 80;
if(Dir==0){
Sx = -Sx;
}
void Plat = checkplatformbelow(x+Sx, z, y+Sy);
if(Plat){
int Ph = getentityproperty(Plat, "grabforce");
int Py = getentityproperty(Plat, "a");
if(Ph+Py-y <= Sy && Ph+Py > y){
changeentityproperty(self, "velocity", 0, 0, 0);
performattack(self, openborconstant("ANI_FOLLOW1"));
}
}
@end_script
...
I think Beastie's suggestion for using Foward+Attack is easier and much easier to do in game. OTOH F F is more likely to trigger run instead of climb platform so even if it could be coded, you might have conflict with run
Perhaps, I'll make it possible only for the ring and no other obstacles.