Detecting walk/run [SHIFT]
It is something I want to discuss than actually a question.
1. Wrong way to detect walk PHP Code:
Because IN_RUN exist but it never been called or set anywhere 2. The usual way to detect walk Usually, when we want to detect walk/run, we have to check via Player Maxspeed There was an old topic discussed about this (Link) 3. Detect via player sequence This way, we try to detect walk/run via checking player sequence. More specifically - Gaitsequence PHP Code:
https://i.imgur.com/1CkW98q.png 4. Detect via m_Activity (reHLDS/reGameDLL) When I look up in reGameDLL, I saw player animation was set depend on Activity and from Activity, to LookUpSequence In ReAPI we have a member called m_Activity so we can actually check it like this PHP Code:
PS: Also, I saw this part which related to speed PHP Code:
This all might be non-sense so forgive me if all of this is wrong |
Re: Detecting walk/run [SHIFT]
You want to catch if the player is holding the shift walking or if the player is walking?
I know they sound similar but they're different because shift walking its the maxspeed times cl_movespeedkey client cvar value equal to player speed or greater than it. And the other one is any speed equal or below 135/210 is said to trigger the walking animation. |
Re: Detecting walk/run [SHIFT]
This has been discussed a few times in the past. The below thread/code will tell you if a player is walking or running, but only when moving, which to me makes sense because who cares if a player is standing still?
https://forums.alliedmods.net/showpo...62&postcount=9 |
Re: Detecting walk/run [SHIFT]
Quote:
I actually aimming for "Change holding Shift from walk to sprint" so holding Shift increased speed instead of slowdown. So can we increase player speed by increase cl_movespeedkey? and isn't it would consider "Slowhacking" if we try to change it? |
Re: Detecting walk/run [SHIFT]
Quote:
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