Posted by Raptor [JiB] on January 28, 1998 at 16:29:11:
In Reply to: Please read!!! posted by Raptor [JiB] on January 28, 1998 at 16:24:26:
>
> > try this
> > ApplyForce(player,VectorScale(GetThingLVec(player), 80.0));
> > 80.0 is the speed
> > it also needs to be in a 0.2 pulse... or even less.
> > this worked for me, but i didn't put it in kyle.cog
> > fiXXXer
> Yeah, I got it to work, but I used SetThingVel(player, etc.
> Does this matter?
> Also, Iwant to stop the player when they die, so I use SetThingVel(player, 0.0/0.0/0.0);
> as this is the way that vectors are written in JED, but nothing happens. Do you need to input vectors in a different way when writing cog scripts?
Well, it should, shouldn't it? I'm not sure that this is good or bad yet, I'm just curious to know. If I apply a small force and it accelerates, then it might seem more vehicle like, although I'd have to do something like ifthe vel = certain number, set vel at that number so that it doesn't end up going too fast. which section of the code would this go in (startup, maybe?). Thanks for the help. Is this getting a bit too processor heavy?