Double jumping problem

Scripting questions, discussions, etc
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Bobbybel
Posts: 2
Joined: Wed Mar 30, 2016 4:48 pm
by Bobbybel » Wed Mar 30, 2016 4:58 pm
Hey,

I have to create a double jumping mechanic for my game, but I can't figure out how to do it. The only solution I have is to modify player's Z axis, but the jumping animation will look awful. Actually all I need to know could be what to modify in the game properties to be able to jump in mid-air, but I take every solution you could give me !

I already tried this but it doesn't work for me : https://www.garagegames.com/community/f ... ead/120063

Thanks in advance.
TRON
Posts: 31
Joined: Tue Feb 03, 2015 8:55 pm
by TRON » Wed Mar 30, 2016 6:07 pm
I found two possible double jumping solutions:
Script based and Engine modification based.

The script example provided by Amrius looks like it'll work in theory, but doesn't take into effect the player model's mass and so you would have to try various jumpForce z values to get the right amount of force that's right for your player model.

Kevin Mitchell's engine modification adds jump double support, but also adds quake-style in-air player movement which is already in T3D controlled via PlayerData.airControl datablock field member.
Bobbybel
Posts: 2
Joined: Wed Mar 30, 2016 4:48 pm
by Bobbybel » Fri Apr 01, 2016 2:35 pm
It worked with the script based, I didn't know that applyImpulse method. Thanks a lot man
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