• Change players AirAccelerate when Item is equipped?
    2 replies, posted
Was wondering if this is possible to do? I know its a console command so I wasn't sure. Anyway to sort of emulate the change if you can simple adjust the users AA?
I don't believe it's possible to change the air acceleration per player (without a module).
You can manipulate movement through SetupMove / CreateMove. You can change acceleration based on keys pressed, if not on ground, etc... Edit, here... Part of my META ToString write-up which will be released soon ( allows print to be called on all data-types / structs for debugging purposes ) [code]// // MoveData tostring // function META_CMOVEDATA:__tostring( ) -- local _depth = string.rep( DEPTH_DELIMITER, 1 + depth ); local _depth = "\t"; return "MOVE DATA:\n" .. _depth .. "GetAbsMoveAngles\t" .. toprint( self:GetAbsMoveAngles( ) ) .. "\n" .. _depth .. "GetAngles\t\t" .. toprint( self:GetAngles( ) ) .. "\n" .. _depth .. "GetButtons\t\t" .. toprint( self:GetButtons( ) ) .. "\n" .. _depth .. "GetConstraintRadius\t" .. toprint( self:GetConstraintRadius( ) ) .. "\n" .. _depth .. "GetForwardSpeed\t\t" .. toprint( self:GetForwardSpeed( ) ) .. "\n" .. _depth .. "GetImpulseCommand\t" .. toprint( self:GetImpulseCommand( ) ) .. "\n" .. _depth .. "GetMaxClientSpeed\t" .. toprint( self:GetMaxClientSpeed( ) ) .. "\n" .. _depth .. "GetMaxSpeed\t\t" .. toprint( self:GetMaxSpeed( ) ) .. "\n" .. _depth .. "GetMoveAngles\t\t" .. toprint( self:GetMoveAngles( ) ) .. "\n" .. _depth .. "GetOldAngles\t\t" .. toprint( self:GetOldAngles( ) ) .. "\n" .. _depth .. "GetOldButtons\t\t" .. toprint( self:GetOldButtons( ) ) .. "\n" .. _depth .. "GetOrigin\t\t" .. toprint( self:GetOrigin( ) ) .. "\n" .. _depth .. "GetSideSpeed\t\t" .. toprint( self:GetSideSpeed( ) ) .. "\n" .. _depth .. "GetUpSpeed\t\t" .. toprint( self:GetUpSpeed( ) ) .. "\n" .. _depth .. "GetVelocity\t\t" .. toprint( self:GetVelocity( ) ), PRINT_COLORS.MoveData; end // // UserCMD tostring // function META_CUSERCMD:__tostring( ) -- local _depth = string.rep( DEPTH_DELIMITER, 1 + depth ); local _depth = "\t"; return "USER COMMAND: \n" .. _depth .. "CommandNumber\t\t" .. toprint( self:CommandNumber( ) ) .. "\n" .. _depth .. "GetButtons\t\t" .. toprint( self:GetButtons( ) ) .. "\n" .. _depth .. "GetForwardMove\t\t" .. toprint( self:GetForwardMove( ) ) .. "\n" .. _depth .. "GetImpulse\t\t" .. toprint( self:GetImpulse( ) ) .. "\n" .. _depth .. "GetMouseWheel\t\t" .. toprint( self:GetMouseWheel( ) ) .. "\n" .. _depth .. "GetMouseX\t\t" .. toprint( self:GetMouseX( ) ) .. "\n" .. _depth .. "GetMouseY\t\t" .. toprint( self:GetMouseY( ) ) .. "\n" .. _depth .. "GetSideMove\t\t" .. toprint( self:GetSideMove( ) ) .. "\n" .. _depth .. "GetUpMove\t\t" .. toprint( self:GetUpMove( ) ) .. "\n" .. _depth .. "GetViewAngles\t\t" .. toprint( self:GetViewAngles( ) ) .. "\n" .. _depth .. "TickCount\t\t" .. toprint( self:TickCount( ) ), PRINT_COLORS.UserCmd; end[/code] And for all/most of the meta-tables: [code]// // Meta-Table Loader - Josh 'Acecool' Moser // // // COMMON MetaTables // META_PLAYER = FindMetaTable( "Player" ); META_ENTITY = FindMetaTable( "Entity" ); META_WEAPON = FindMetaTable( "Weapon" ); META_VEHICLE = FindMetaTable( "Vehicle" ); META_CONVAR = FindMetaTable( "ConVar" ); // // NOT SO COMMON, USE PREFIX // META_COLOR = FindMetaTable( "Color" ); META_NPC = FindMetaTable( "NPC" ); META_IMATERIAL = FindMetaTable( "IMaterial" ); META_IRESTORE = FindMetaTable( "IRestore" ); META_VECTOR = FindMetaTable( "Vector" ); META_ISAVE = FindMetaTable( "ISave" ); META_CUSERCMD = FindMetaTable( "CUserCmd" ); META_CSOUNDPATCH = FindMetaTable( "CSoundPatch" ); META_CMOVEDATA = FindMetaTable( "CMoveData" ); META_CEFFECTDATA = FindMetaTable( "CEffectData" ); META_ITEXTURE = FindMetaTable( "ITexture" ); META_FILE = FindMetaTable( "File" ); META_CTAKEDAMAGEINFO = FindMetaTable( "CTakeDamageInfo" ); META_VMATRIX = FindMetaTable( "VMatrix" ); META_ANGLE = FindMetaTable( "Angle" ); META_PHYSOBJ = FindMetaTable( "PhysObj" ); if ( SERVER ) then META_CLUALOCOMOTION = FindMetaTable( "CLuaLocomotion" ); META_NEXTBOT = FindMetaTable( "NextBot" ); -- META_DATABASE = FindMetaTable( "Database" ); META_PATHFOLLOWER = FindMetaTable( "PathFollower" ); META_CRECIPIENTFILTER = FindMetaTable( "CRecipientFilter" ); META_CNAVAREA = FindMetaTable( "CNavArea" ); else META_PANEL = FindMetaTable( "Panel" ); META_EMITTER = FindMetaTable( "CLuaEmitter" ); META_PARTICLE = FindMetaTable( "CLuaParticle" ); META_GMODAUDIOCHANNEL = FindMetaTable( "IGModAudioChannel" ); end // // Interesting... // META_LOADLIB = FindMetaTable( "_LOADLIB" ); META_PRELOAD = FindMetaTable( "_PRELOAD" ); META_LOADED = FindMetaTable( "_LOADED" ); // Jit, drive, ai stuff, lots...[/code] EDIT: Change toprint to tostring; toprint is a custom function which converts all data-types into human-friendly formats, also going to be released soon.
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