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Question by PICHU · Dec 11, 2013 at 07:30 AM · pauseufps

a problem on pausing player in ufps

I'm trying to pause the player movement while in chat.

if(in_chat == true)
{ m_Player.AllowGameplayInput.Set(false); }

the problem i'm facing here is, while firing or moving when i press chat button AllowGameplayInput is set to false but the player is still on the previous state(moving or running)before the button press...

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avatar image GameVortex · Dec 11, 2013 at 07:56 AM 0
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A simple solution would be to not allow chat to start if player is in moving or running state, or have it go into a idle state when the AllowGameplayInput is set to false.

I do not know enough about your system to provide any better solution.

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Answer by TonyLi · Dec 11, 2013 at 02:22 PM

I had to implement the same thing for Ultimate FPS support in the Dialogue System for Unity. It sets the player's state to "Freeze". (See the UFPS manual's States section.) Here's a code snippet from the Dialogue System:

         /// <summary>
         /// Freeze the UFPS player (i.e., gameplay) and show the mouse cursor.
         /// </summary>
         public void Freeze() {
             if (fpController != null) {
                 fpController.SetState("Freeze", true);
                 fpController.Stop();
             }
             if (fpPlayerEventHandler != null) {
                 savedCrosshair = fpPlayerEventHandler.Crosshair.Get();
                 fpPlayerEventHandler.Crosshair.Set(null);
             }
             if (fpCamera != null) fpCamera.SetState("Freeze", true);
             if (fpInput != null) fpInput.enabled = false;
             if (hideHUD && (fpHUD != null)) fpHUD.enabled = false;
             ShowCursor();
         }
         
         /// <summary>
         /// Unfreeze the UFPS player (i.e. gameplay) and restore the previous cursor state.
         /// </summary>
         public void Unfreeze() {
             if (fpController != null) fpController.SetState("Freeze", false);
             if (fpPlayerEventHandler != null) fpPlayerEventHandler.Crosshair.Set(savedCrosshair);
             if (fpCamera != null) fpCamera.SetState("Freeze", false);
             if (fpInput != null) fpInput.enabled = true;
             if (hideHUD && (fpHUD != null)) fpHUD.enabled = true;
             RestorePreviousCursorState();
         }
         


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avatar image PICHU · Dec 12, 2013 at 06:24 AM 0
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its working. But after freezing my character, weapon gets rotated for my mouse movement and also while jumping if a player presses the chat key he remains still in the air because of freezing the controller state.

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Answer by PICHU · Dec 12, 2013 at 07:13 AM

hi thanks toni, i fixed it.

 if(in_chat == true)
                 {
 //                    FreezePlayer();
                     m_Player.AllowGameplayInput.Set(false);
                     m_Player.Attack.Stop();
                     m_Controller.Stop();
 
                 }
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