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authorMitchell Stokes <mogurijin@gmail.com>2013-01-30 09:55:17 +0400
committerMitchell Stokes <mogurijin@gmail.com>2013-01-30 09:55:17 +0400
commit9191b783bb2bc1a2d4be2b2cd215735e68353a56 (patch)
tree8440c8b155a69580b358ded134bad49e27bb8eba /doc
parent26ee2a1f79c3513ca9eaeb6a3a8d855c37088468 (diff)
BGE: Some various changes to make moving the character physics type easier:
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator. * Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping. * Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed. Note, this also resolves the following bugs: [#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex) [#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
Diffstat (limited to 'doc')
-rw-r--r--doc/python_api/rst/bge.types.rst6
1 files changed, 6 insertions, 0 deletions
diff --git a/doc/python_api/rst/bge.types.rst b/doc/python_api/rst/bge.types.rst
index 1e2632b9ada..0d1b69ffc7b 100644
--- a/doc/python_api/rst/bge.types.rst
+++ b/doc/python_api/rst/bge.types.rst
@@ -3761,6 +3761,12 @@ Types
:type: int
+ .. attribute:: walkDirection
+
+ The speed and direction the character is traveling in using world coordinates. This should be used instead of applyMovement() to properly move the character.
+
+ :type: list [x, y, z]
+
.. method:: jump()
The character jumps based on it's jump speed.