KaosKaizer Posted July 22, 2011 Author Share Posted July 22, 2011 I know that there has already been a tutorial to add a Run/Walk option to the game, but that's not what I'm doing here. I'm adding a tutorial to add an option to make the character either run when shift is held down or walk when shift is held down. It's a very simple tutorial, I know, but I was just testing my skills. I have thoroughly tested this and it does work.Also, I know that I'm new to the forums and to VB6, but I'm a quick learner, and this is what I've learned in just an hour of work. Maybe some of you would know a better way to do this, and if so, please tell me so. I don't mind criticism, as long as it is constructive. :cheesy:This code is all client side.In **frmMain**,1\. Add a label with a caption of "Speed" in the options menue.2\. Add an option named optRun, captioned "Run"3\. Add an option named optWalk, captioned "Walk"In **frmMain**(code), insert:```Private Sub optRun_Click() ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler Options.Speed = 1 ' save to cofig.ini SaveOptions ' Error Handler Exit Suberrorhandler: HandleError "optRun_Click", "frmMain", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit SubEnd SubPrivate Sub optWalk_Click() ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler Options.Speed = 0 ' save to cofig.ini SaveOptions ' Error Handler Exit Suberrorhandler: HandleError "optWalk_Click", "frmMain", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit SubEnd Sub```In **modDatabase**, find```Public Sub SaveOptions()```After _Call PutVar(fileName, "Options", "Speed", Str(Options.Speed))_, add```Call PutVar(fileName, "Options", "Speed", Str(Options.Speed))```Next, find _Public Sub LoadOptions()_After _Options.Debug = 0_, add```Options.Speed = 1```In the Else statement, after _Options.Debug = GetVar(fileName, "Options", "Debug")_, add```Options.Speed = GetVar(fileName, "Options", "Speed")```Then, right before the error handler, add```If Options.Speed = 0 Then frmMain.optWalk.Value = True Else frmMain.optRun.Value = True End If```In **modTypes**, fine _Private Type OptionsRec_ and after _Debug as Byte_, add```Speed as Byte```In **modGameLogic**, replace```If ShiftDown Then Player(MyIndex).Moving = MOVING_WALKING Else Player(MyIndex).Moving = MOVING_RUNNING End If```With```If Options.Speed = 1 Then If ShiftDown Then Player(MyIndex).Moving = MOVING_RUNNING Else Player(MyIndex).Moving = MOVING_WALKING End If Else If ShiftDown Then Player(MyIndex).Moving = MOVING_WALKING Else Player(MyIndex).Moving = MOVING_RUNNING End If End If```> **THIS PART IS OPTIONAL**> If you want to make running faster, you can open up **modConstants** and find> ```> Public Const RUN_SPEED As Byte = 6> ```> I replaced 6 with 10, but you can change it to whatever number you want.After you have made all these edits, save all the files and compile. Open up your client and test it out :)Please leave your feedback and/or constructive criticism so I know if I did anything a really idiotic way :) Link to comment Share on other sites More sharing options...
Darth Tyllo Posted July 26, 2011 Share Posted July 26, 2011 Looks like a naice feature, I'll probablly add it :D Link to comment Share on other sites More sharing options...
KaosKaizer Posted July 27, 2011 Author Share Posted July 27, 2011 Thank you :) Link to comment Share on other sites More sharing options...
Craselin Posted August 3, 2011 Share Posted August 3, 2011 Very nice, I'm suprised that this hasn't been thought of before!Thanks :D Link to comment Share on other sites More sharing options...
SawQuart Posted August 3, 2011 Share Posted August 3, 2011 @Craselin++:> Very nice, I'm suprised that this hasn't been thought of before!> Thanks :DIt has been thought of, implemented, and everything, just nobody has ever released any source on it. I'm glad he released it though, I've heard lots of requests for it. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now