Product Chat / Player performance inhibitors?

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!nullptr
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Posted: 22nd May 2015 22:52
Are we likely to see a way to modify player speed? I've tried a hack hoping to find it hidden to no avail. It's clearly possible because it's set on player entity.

Carrying n+kg of weapons/food/items should be an inhibitor. Atm I'm artificially creating fatigue that drains food/health but have no way of actually slowing the player.
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Pirate Myke
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Posted: 23rd May 2015 01:19
this is being done in the weapons system right now. Carry the RPG and your speed is decreased to to the extra weight, use the colt1911 and you are not weighted down at all.

These setting are accomplished thru the gunspec.txt files in the weapons folder.

So now how to apply that to other things. Let me ask the dev's and the gun guy how this is done and see if we can get some LUA commands added to do this for other things as you are suggesting.

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Errant AI
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Posted: 23rd May 2015 01:35
There isn't yet any master speed modifier that is open to .lua as far as I know.

Weapons can have individual modifiers but they only take the equipped weapon into account and not the character's loadout as a whole.

To use those individual modifiers you will need to first enable enableplrspeedmods=1 in setup.ini.

Then, individual weapons have gunspec settings for

plrmovespeedmod
plremptyspeedmod
plrturnspeedmod
plrjumpspeedmod
plrreloadspeedmod

The value range for those is a multiplier where 1=100% of the start marker speed value, 0.5 = 50%, etc.

Not quite what you're looking for but may be of some use.
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!nullptr
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Posted: 23rd May 2015 02:47
myke - Thanks mate. A simple SetPlayerSpeed(n) is all that's needed. We have similar functions already, just not speed.

ErrantAI - I'm wondering if it's worth trying to create a pseudo gunspec.txt and carry "weapons" that aren't weapons? Question is, can I io read/write to modify the drag on a player on the fly if I can't make an explicit call and/or offload and onload the "weapon" to set the amount of drag?

Heck of a workround for a simple task though
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Pirate Myke
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Posted: 23rd May 2015 02:50
it is a heck of a workaround for that.

Lets see if we can get the command added to the Global and working from the dev side. Unless you want to figure something out. I was thinking a blank gun with the gunspecs and a dummy invisible object.
But a lot of work as you say for a simple command to be added.
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Errant AI
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Posted: 23rd May 2015 03:31
That really wouldn't work. There is no way to alter gunspec settings on the fly. There will likely be full gunspec scripting at some point but for now it wouldn't work because the player could simply hide their weapon (hardcoded num 0) and revert to full speed.

I am not sure where it is on the Dev priorities but Lee has stated that they will be adding some sort of inventory system at some point. Probably to go hand in hand with other RP mechanics which have been eluded to. I would expect for some form of proper encumbrance commands to be added at that time. When that will be, I have no idea though.

I would think that a clue towards a better workaround might be found in the jetpack. Perhaps it could be altered to apply force on the player in a manner that works opposite to the original intent and has a slowing effect. Unlike the weapon system, the hud layer system is fully scripted as far as I know.
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!nullptr
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Posted: 23rd May 2015 04:03
Thanks for the responses ErrantAI. Almost want to have a crack at the gunscript just as a challenge now. Stopping hideweapon is easy enough. Detect the attempt via a state and blow up their magazine causing death and destruction

That jetpack has me curious now. "Retro" gravity? The mind boggles.

And ofc, I can just wait and placehold the "effects" for now.

Much appreciated guys.
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