- Player's move speed is effect now by moveSpeed
- Move speed greater than 1 will allow faster movement than 1 now
- Changing rifle to use rifle ammo again and not pistol ammo
- Adds the ability to execute a script on the various movement key presses and stop them from occurring
- keyID has the key pressed and keyState has whether the key was pressed down/up
- If the last line returns false then it will be as if the player didn't press that key
- keyboard.keyForwardScript - Script to run when pressing forward
- keyboard.keyBackScript - Script to run when pressing back
- keyboard.keyLeftScript - Script to run when pressing left
- keyboard.keyRightScript - Script to run when pressing right
- keyboard.keyJumpScript - Script to run when pressing jump
- keyboard.keySneakScript - Script to run when pressing sneak
- Added functions/variables to EntityLiving
- gravity - Controls how fast this entity falls
- jumpVelocity - The upward y velocity upon jumping
- jumpWallMultiplier - The upward y velocity upon jumping against a wall will be this number multiplied by jumpVelocity
- jumpInAirMultiplier - The upward y velocity upon jumping in the air will be this number multiplied by jumpVelocity
- shouldJump - Says whether this entity should be trying to jump or not
- airControl - The multiplier for how much the player can effect their horizontal velocity while in the air
- void fireBullet(float spread, int damage) - Fires a bullet using the entities position and facing. Spread effects how much randomness is added to the bullets trajectory.
- Added to Entity
- hitVec3, blockHit, entityHit = rayTrace(ScriptVec3 start, ScriptVec3 end) - Traces from the start coordinate to the end coordinate. If something is hit then hitVec3 won't be null. Then whether a block or entity was hit the corresponding variable will not be null. This will ignore this entity during the ray trace.
- hitVec3, blockHit, entityHit = rayTrace(startX, startY, startZ, endX, endY, endZ) - Traces from the start coordinate to the end coordinate. If something is hit then hitVec3 won't be null. Then whether a block or entity was hit the corresponding variable will not be null. This will ignore this entity during the ray trace.
- Added to World
- hitVec3, blockHit, entityHit = rayTrace(ScriptVec3 start, ScriptVec3 end) - Traces from the start coordinate to the end coordinate. If something is hit then hitVec3 won't be null. Then whether a block or entity was hit the corresponding variable will not be null.
- hitVec3, blockHit, entityHit = rayTrace(startX, startY, startZ, endX, endY, endZ) - Traces from the start coordinate to the end coordinate. If something is hit then hitVec3 won't be null. Then whether a block or entity was hit the corresponding variable will not be null.
- hitVec3, blockHit = rayTraceBlocks(ScriptVec3 start, ScriptVec3 end) - Traces from the start coordinate to the end coordinate. If a block is hit then hitVec3 has the position hit and blockHit the block's coordinates.
- hitVec3, blockHit = rayTraceBlocks(startX, startY, startZ, endX, endY, endZ) - Traces from the start coordinate to the end coordinate. If a block is hit then hitVec3 has the position hit and blockHit the block's coordinates.
Thursday, September 15, 2011
r1048 - Scripting Additions and Fixes
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the slime move 100 blocks fast can you fix that
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