Different projectiles depending on the player's movement (zscript)

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OddYokai
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Different projectiles depending on the player's movement (zscript)

Post by OddYokai »

Hello!
How could I make the weapon take into account the player's movement? I want to make the weapon fire a different projectile when the player moves forward than when moving backwards?

Maybe is it possible to make the weapon also detect that the player jumps or is in the air?
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OddYokai
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Re: Different projectiles depending on the player's movement (zscript)

Post by OddYokai »

OK, I figured out part of the problem on my own.

I just put this in the moment before the shot:

Code: Select all

TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_FORWARD, "ALT1");
TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_BACK, "ALT2");
Now I just want to know how to check if the player is in the air. (whether it actually jumps is irrelevant). If the player is in the air, then the code jumps to the state "ALT3";
Last edited by OddYokai on Sat Feb 03, 2024 9:50 am, edited 1 time in total.
Jarewill
 
 
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Re: Different projectiles depending on the player's movement (zscript)

Post by Jarewill »

It will be better to check for the player's forwardmove instead, as it takes controllers into consideration:

Code: Select all

TNT1 A 0 A_JumpIf(player.cmd.forwardmove > 0, "ALT1");
TNT1 A 0 A_JumpIf(player.cmd.forwardmove < 0, "ALT2");
As for checking if the player is in the air, you can either compare the player's Z position to the floor (pos.z <= floorz) or check the player's onground property. (player.onground)
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OddYokai
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Re: Different projectiles depending on the player's movement (zscript)

Post by OddYokai »

it works great, thank you!

But I have another question that is only loosely related to the topic (I hope it's not a problem). with this method, I can also make the weapon jump to the "walking animation" state while the player is moving, am I right? or is there a more efficient solution?
Jarewill
 
 
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Re: Different projectiles depending on the player's movement (zscript)

Post by Jarewill »

Yes that should work.
You could also use vel.xy.length(), but that would trigger even if the player has horizontal velocity applied in any other way.

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