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Slow motion after disabling & enabling sneak


clockmon

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I am disabling sneaking in script by using Disable 0 0 0 0 0 0 1 to stop the player from sneaking due to an event. I immediately Enable it again so they can sneak again. However, once taken out of sneak mode, the player's movement speed is still at the sneak speed, even if I was running, resulting in slow-motion! The only way to fix this is to start and stop sneak using the Ctrl key.

 

Is there a way to restore the movement speed in the script?

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Ya just use this right after your enable command http://geck.bethsoft.com/index.php?title=TapControl

 

Like this ... But since it depends on if the player tried to sneak to what their state will be after enabling the controls ... then you need to check if they are sneaking for a second key tap.

 

Short DoOnce

 

Begin GameMode

 

If DoOnce == 0

EnablePlayerControls

TC 8

Set DoOnce to 1

If DoOnce == 1 && Player.IsSneaking == 1

TC 8

Else

Set DoOnce to 3 ; or turn the script off some how

 

endif

endif

End

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Thanks! After your advice and a little trial-and-error, I fixed the problem.

 

If Player.IsSneaking

...lots of point processing ...

If Points <= 0

DisablePlayerControls 0 0 0 0 0 0 1 ; only disable sneaking

ShowMessage SneakingTimeLimitHaltedMESG

Playsound OBJBuzzerBell ; longer buzzer, sounds like timer ending.

TapControl 8

Set bSneakingHalted to 1

Endif

Endif

on the next cycle, Enable controls again. If done in the same area as above, still had slo-mo. Had to wait a game cycle.

If bSneakingHalted == 1

EnablePlayerControls ; re-enable sneaking

Set bSneakingHalted to 0

Endif

 

Sneaking Time Limit, Mod #23040. Not too popular, but makes it a bit more challenging IMO. You're now credited in the readme.

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So you were running my script block full gamemode ? Ya it probably would eat some cycles with that sneak check. But I wasn't sure how you are disabling sneak , and would suggest keep that in separate script.

Putting this one on a Quest script. That you could stop gate by turning it on at the end of your event ...then off once it did what it needed to do.

 

But if you got it working , don't let me stop ya ... :wink:

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