0 votes

I want to make my player flyin such where my mouse/camera view is pointed my player will fly that direction if I am pressing the "W" key.

Here is my script:

extends KinematicBody

var verticalvelocity = 0
var gravity = 50
var direction = Vector3.FORWARD
var direction
fly = Vector3.UP
var velocity = Vector3.ZERO
var strafe_dir = Vector3.ZERO

var jumpmagnitude = 18
var jump
blend = "parameters/jumpblend/blendposition"
var agtransition = "parameters/agtransition/current"
var agtransitionactive = "parameters/jump_blend/acitve"

var fligthmagnitude = 2
var velocity
fly = 0

var movementspeed = 0
var walk
speed = 3
var runspeed = 12
var acceleration = 7
var angular
acceleration = 7
var superspeed = 50
var speed
increase_increment = 1

func physicsprocess(delta):
if Input.isactionpressed("Forward") || Input.isactionpressed("Backward") || Input.isactionpressed("Left") || Input.isactionpressed("Right"):

    var h_rot = $Camroot/h.global_transform.basis.get_euler().y 

    direction = Vector3(Input.get_action_strength("Left") - Input.get_action_strength("Right"),
                0,
                Input.get_action_strength("Forward") - Input.get_action_strength("Backward")).rotated(Vector3.UP,h_rot).normalized()

    if Input.is_action_pressed("Sprint"):
        movement_speed = run_speed
        $AnimationTree.set("parameters/iwr_blend/blend_amount", lerp($AnimationTree.get("parameters/iwr_blend/blend_amount"), 1 , delta * acceleration))
    else: 
        $AnimationTree.set("parameters/iwr_blend/blend_amount", lerp($AnimationTree.get("parameters/iwr_blend/blend_amount"), 0 , delta * acceleration))
        movement_speed = walk_speed
else :
    $AnimationTree.set("parameters/iwr_blend/blend_amount", lerp($AnimationTree.get("parameters/iwr_blend/blend_amount"), -1 , delta * acceleration))
    movement_speed = 0

# faz com que o botão que foi pressionado ative uma ação e se for pressionado de novo desativa a ação


if is_on_floor():

            if Input.is_action_pressed("Jump"):
                vertical_velocity = jump_magnitude 
                $AnimationTree.set(ag_transition,0)

            else :
                $AnimationTree.set(ag_transition,1)
                $AnimationTree.set(jump_blend, lerp($AnimationTree.get(jump_blend), vertical_velocity/jump_magnitude, delta * 10 ))

if gravity <0:
    gravity = 50

if Input.is_action_just_pressed("Flight"):
    if gravity == 0:
        gravity = 50
        vertical_velocity = 0
        run_speed =12
        walk_speed = 3

    else:
        gravity = 0
        vertical_velocity = delta * gravity 
        run_speed = 50
        walk_speed = 5

if gravity ==0 and !is_on_floor():
    if Input.is_action_pressed("Up"):
        velocity.y  += fligth_magnitude * 2
    if Input.is_action_pressed("E"):
                velocity.y -= fligth_magnitude * 2
    elif is_on_floor():
        velocity.y = 0


if Input.is_action_pressed("r") and !is_on_floor():
    gravity = 1
    movement_speed = 30
else:
    gravity = 50






velocity = lerp(velocity,direction * movement_speed, delta * acceleration)

move_and_slide(velocity + Vector3.UP * vertical_velocity,Vector3.UP)

if !is_on_floor():
    vertical_velocity -= gravity * delta 
else:
    vertical_velocity = 0

$Mesh/MineCharatertrue/SimplePlayerarma.rotation.y = lerp_angle($Mesh/MineCharatertrue/SimplePlayerarma.rotation.y,atan2(direction.x,direction.z), delta * angular_acceleration)
Godot version Godot Engine v3.3.2.
in Engine by (21 points)

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