It seems to me that a distance measurement makes less sense than a
timer for wall running regardless.  If you use a distance-measure,
someone could just jump on the side of a wall, not move at all, and
stay there forever.

I think you may just want to use a timer (like the duck timer already
mentioned) so they can't stick to a wall indefinitely, and also kick
them off the wall if their immediate velocity drops below a certain
level.

Nate

On 28/11/2007, kitson foo <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
>
> mm nobody knows how to do this or did it get missed by people >< i need help 
> pretty bad on this topic...i want something in which lets say i run a 
> distance on a wall for 100units and then after that gravity kicks in. how 
> would that work. and how do i do something which will let me pre maturely 
> exit of the same state instead of running the full 100units. below is a small 
> chunk of codes in which i use.
>
> Vector EndPoint;trace_t tr; if( mv->m_nButtons & IN_SPEED && mv->m_nButtons & 
> IN_FORWARD ){for(i =3D 0; i < 2; i++) EndPoint[i] =3D 
> player->GetAbsOrigin()[i] + m_vecRight[i] * 24.0f; UTIL_TraceLine( 
> player->GetAbsOrigin(), EndPoint, MASK_SOLID_BRUSHONLY, NUL=L, 
> COLLISION_GROUP_NONE, &tr); if( tr.fraction < 1.0 ) // There is a wall 
> {//Wall Runningplayer->SetMoveType( MOVETYPE_WALL ); if ( 
> mv->m_flForwardMove> 10.0f){AddGravity();}} else {// no wallmv->m_nOldButtons 
> |=3D IN_JUMP; return false;}}
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