Disable running?

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Disable running?

Postby LilWhiteMouse » Tue Apr 24, 2012 9:50 pm

How do I go about disabling the player's ability to run? I tried the following, but it didn't make any difference.
Code: Select allExpand view
Speed 0.75
Player.ForwardMove 1, 1

I tried using 1.0, I tried without a comma, no change.
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Re: Disable running?

Postby Project Dark Fox » Wed Apr 25, 2012 2:56 am

You could disable the ability to run by using that minimum health thing and cranking it to a value that you cannot normally achieve. I've unfortunately forgotten the words, let me find it.

EDIT: Player.RunHealth value
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Re: Disable running?

Postby Snarboo » Wed Apr 25, 2012 4:01 am

PDF beat me to it, but I'm curious now if setting the run speed to half the walk speed would have any effect. More than likely ZDoom would just spit out an error. :p
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Re: Disable running?

Postby Xaser » Wed Apr 25, 2012 10:55 am

Actually, at least one mod (Project MSX) does just that to turn the "walk" button into a "sprint" button, since the assumption is that almost everyone plays with "Always Run" on.

Granted, I find it irritating, and Runhealth is one of those properties that I'd love to see "accidentally" vanish from the engine. Hopefully Mouse is using it for good, not evil (something like, say, limiting the player to only one speed in GShmup without actually changing the value would be fine, I suppose). If that's possible. :P
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Re: Disable running?

Postby LilWhiteMouse » Wed Apr 25, 2012 12:31 pm

Xaser wrote:limiting the player to only one speed in GShmup

That's precisely what I'm using it for.
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Re: Disable running?

Postby Nero » Fri Apr 27, 2012 6:10 pm

I've done this before only to undo it later. Player.ForwardMove set the first value to the walking speed and the second to running. The default values are 1 and 1, however the run value is doubled so it's actually 2, meaning you run twice what you walk. Setting the values to 1 and 0.5 will work.

Word of caution though, I had an issue with the player bob doing the run bob all the time. I'm not sure if it was because "always run" was on or not, but I think the only option I had was to change the values in the .ini to make it stop being so crazy.
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Re: Disable running?

Postby Project Dark Fox » Sun Apr 29, 2012 8:00 pm

Considering she's doing it for a topdown shooter, this won't be a problem.
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Re: Disable running?

Postby LilWhiteMouse » Tue May 01, 2012 1:31 am

Nero wrote:Setting the values to 1 and 0.5 will work.


I'm sticking to the Player.RunHealth trick because even using "Player.ForwardMove 1.0 0.5", the player still moves noticeably faster when running.
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Re: Disable running?

Postby chopkinsca » Tue May 01, 2012 7:40 am

Have a script that keeps checking the player's X and Y coordinates. Calculate if they are moving far enough each tic to be running, thing_destroy the player and hudmessage a "no run for you!"
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Re: Disable running?

Postby Gez » Tue May 01, 2012 7:49 am

Yeah, that'd be super-obnoxious to all players out there who have cl_run true. I don't think LWM's aim is to have people start playing, stare at the screen in disbelief as they instadie, quit, and delete the mod without ever giving it a second look.
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Re: Disable running?

Postby FDARI » Wed May 02, 2012 1:12 am

Chopkinsca: She wants to disable running, not kill them. (A feasible approach is already presented in this thread, so the less feasible suggestion is probably a joke.)
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Re: Disable running?

Postby Xaser » Wed May 02, 2012 1:19 am

Indeed. I almost feel the need to call in a sarcasm detector repair specialist. :P
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Re: Disable running?

Postby Graf Zahl » Thu May 03, 2012 9:28 am

Some people really need to learn reading before posting their nonsense...
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Re: Disable running?

Postby chopkinsca » Thu May 03, 2012 11:29 am

FDARI wrote: so the less feasible suggestion is probably a joke


Indeed it was. :D
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Re: Disable running?

Postby Graf Zahl » Thu May 03, 2012 5:08 pm

Easy to say afterward... :mrgreen:
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