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scripting:basics [2022/08/11 14:05] – [Example 2: a Character] jerryhopperscripting:basics [2022/08/11 14:32] (current) jerryhopper
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-So, the result of the above is that we have a variable with the name 'btr' which 'type' is 'GenericEntity'+So, the result of the above is that we have a variable with the name '**btr**' which '**type**' is '**GenericEntity**'
  
  
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-===== Get a CharacterEntity, and control it =====+===== Control a CharacterEntity =====
  
  
-Lets continu from Example #2.+Lets continu from Example #2.  We now have an entity, and its time we control it. 
 + 
 +==== Change stance ==== 
  
 If we want to change the stance of the soldier, we can do so via this CharacterController. If we want to change the stance of the soldier, we can do so via this CharacterController.
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   * STANCECHANGE_TOPRONE   * STANCECHANGE_TOPRONE
  
 +
 +Notice that these are 'STANCE CHANGES' - not the actual stances (which are defined in [[scripting:echaracterstance.c]]). 
  
 Great!  You are now able to control a soldier's stance by script! Great!  You are now able to control a soldier's stance by script!
 +
 +==== Move ====
 +
 +Now lets try make the character move. To move a character, we need to know what speed and direction you want to move. We will use a variable which we declare as a '[[scripting:datatypes#vector]]' as shown below.
 +
 +
 +  vector direction = {0,0,1};
 +
 +The 'soldier_c' variable contains the CharacterController, and like with the stances, you can control the movement. Below you see the 'SetMovement' command to which we pass 'speed' (2) and the variable 'direction'.
 +
 +  soldier_c.SetMovement(2, direction);
 +  
 +That should do the trick. Your character should be moving in the given direction.
scripting/basics.1660223142.txt.gz · Last modified: 2022/08/11 14:05 by jerryhopper

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