Move = arrow button
jump = space bar
Change weapon = shift + (Z OR X) I will add more weapon now only one
Change speed = ctrl
A = punch (unfinish)
S = matrix style flip sideway (unfinish)
you would have the map a child of the camera (or on another scene) and use python to position the indicator, which would be a child of the map based on the global position of the character.
It don’t think it would be difficult, just a pain to get this stuff to line up.
I turn it to run time and get less lag and i also notice that the jump getting lower when the frame rate getting faster, i think it becuse it take less time for the character to register touch to the ground so it can jump with high framerate. Anyone know how to fix this? :-?
WOOOW. :o :o :o …I just done an experiment with experession and it works!!!
I done it by making:
'propname' and 'propname' (put anything after this, lol)
It will make the controler output to nowhere and make the motion stop
reconnect it by doing this
! ('propname') and 'propname'
but if u look at the ms dos it will print the error…lol
cause this is not true way…lol
EDIT:
Founded a clean way(no error):
i just do this,
If i want one button to be press to move the actor and two button(one of them is the button that will move the actor) to be press and let the actor stop, i will put…let see…‘W’ button and ‘A’ button. Name both of them what ever you want, i will put ‘fwd’ and ‘left’. Now create a new controller and choose expression and then create a new actuator and choose motion and set it to whatever you want. Link all of them together and after that input:
!(left) AND fwd
inside the expression box. Ok, ‘!’ mean inverter, so this mean you dont need to press the button after the ‘!(’ and before ‘)’ which is A(left) to enable the actuator. If you press it, the actuator will be disable, which is stop and if you dont, the actuator will be enable and play if you press W