Scripts / [SOLVED] Change player movement speed by LUA script

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iiDenTiiTy
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Posted: 23rd Mar 2019 16:06
Wondering if there is any way to change the players movement speed with the LUA scripting, any commands for getting the current max speed and altering it.
I am thinking of making some sort of player stat upgrade system which this would be useful for.

Thanks.

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Pirate Myke
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Posted: 23rd Mar 2019 17:30
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The global.lua file has all the available commands.

SetGamePlayerControlBasespeed:
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iiDenTiiTy
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Posted: 23rd Mar 2019 18:44
Quote: "The global.lua file has all the available commands."


My bad, didn't spot them when I looked for it earlier. Thank you though!
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Pirate Myke
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Posted: 23rd Mar 2019 19:00
Its all good. Your welcome.
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GubbyBlips
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Posted: 24th Mar 2019 01:55
Nice. So I found SetGamePlayerControlGravityActive:
and wondered if anyone knew if this was a 0/1 on/off
or gravity strength setting?
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iiDenTiiTy
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Posted: 24th Mar 2019 21:44
Quote: "Nice. So I found SetGamePlayerControlGravityActive:
and wondered if anyone knew if this was a 0/1 on/off
or gravity strength setting?"


The SetGamePlayerControlGravityActive() is 1/0, on/of.

Can't seem to find one than allows you to alter the gravity strength by use of LUA scripting.
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AmenMoses
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Posted: 24th Mar 2019 21:51
It would only make sense for physics objects anyhow, the player capsule and characters (at least until they ragdoll) aren't physics objects.

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GubbyBlips
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Posted: 8th Apr 2019 21:43
Aha, just thought of something, but haven't tested it.
How about reciprocating gravity? LOL That might be funny
if it works, or a way to vary gravity strength??

Wasn't sure why it's not settable in script, while it is
settable through properties... Radical!
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GubbyBlips
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Posted: 9th Apr 2019 02:54
SetGamePlayerControlGravityActive()

When I tested to see if this turned gravity off or on,
it seemed to have no affect on anything that I can see.

And I spotted a bug in the game engine.
If you set gravity very low (whatever you set it at),
the falling damage is always the same. (if the distance
of fall is equal).
But this does not jive with real world physics. If someone
went to Phobos and jumped off of a 15 meter tower,
it wouldn't be very painful- I'll bet, at least compared to the earth.

I think GG registers the hurt fall according to distance
fallen and not impact speed. That would be my guess.
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AmenMoses
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Posted: 9th Apr 2019 09:24
There is no proper physics code in the engine for the player as (I keep saying) the player is *not* a physics object!

The gameplayercontrol.lua script probably contains the fall distance hurt stuff and it will not be anywhere close to being 'real world'.
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