Alright, so, I've been play-testing my latest idea, which I labeled Spirit Car. It's all fine except for one thing: When someone teleports to the car, it seems that the Player Character is behind the car, no matter where you go. Therefore, if one were to be in reverse for the entire game, they would experience multiple invisible bumps that are, in fact, the player character's invisible sprite.
Here is the code:
<Var var="cam_switch" value="0"/>
<Loop isCollapse="0">
<IfKey key="V">
<Set var="cam_switch" value="1"/>
<If var="cam_switch" eq="1">
<CameraController controllerType="spring" flyMode="0" lookAtObject="car1" relativeY="2" relativeZ="-6" tiltAngle="10"/>
</If>
</IfKey>
<IfKey key="P">
<Set var="cam_switch" value="0"/>
<If var="cam_switch" eq="0">
<CameraController controllerType="firstPerson" collisionShape="Box" jumpSpeed="9" characterHeight="120" collision="1" walkSpeed="5" strafeSpeed="5" name="fps"/>
</If>
</IfKey>
I made sure to label both the original Camera Controller and the one in the loop the same, the name being "fps".
If someone can help me so that the First Person Player Character is *not* behind the car, that would be cool.