Author Topic: Horse Low Jump  (Read 5217 times)

Personally I find the advanced horse to be crappy.
yeah its crappy too

This is good. Great job tony


you should also decrease its health a bit its usually odd when horses can survive direct hits from multiple rockets

you should also decrease its health a bit its usually odd when horses can survive direct hits from multiple rockets

I could try but I don't think I can.

I doubt it.

Only about 3/8 of the people who play this game can script for it, and sometimes, you need a horse that can't jump over a house.
All you have to do is change two numbers
I could try but I don't think I can.
Just change the 'maxdamage' number from 250 to like 100 or something.

Just change the 'maxdamage' number from 250 to like 100 or something.

I think I might get on that along with other various edits.


I like this new one better
Like my private fast horse, (changed speed in coding)
Don't know how, just messed!!!

I like this new one better
Like my private fast horse, (changed speed in coding)
Don't know how, just messed!!!

If you find out how let me now.

If you find out how let me now.
Tony, its all right there in the code, the max forward speed of the horse and everything, you're acting as if its un-modifyable

Code: [Select]
datablock PlayerData(HorseArmor)
{
   renderFirstPerson = false;
   emap = false;
   
   className = Armor;
   shapeFile = "./horse.dts";
   cameraMaxDist = 8;
   cameraTilt = 0.261;//0.174 * 2.5; //~25 degrees
   cameraVerticalOffset = 2.3;
     
   cameraDefaultFov = 90.0;
   cameraMinFov = 5.0;
   cameraMaxFov = 120.0;
   
   //debrisShapeName = "~/data/shapes/player/debris_player.dts";
   //debris = horseDebris;

   aiAvoidThis = true;

   minLookAngle = -1.5708;
   maxLookAngle = 1.5708;
   maxFreelookAngle = 3.0;

   mass = 90;
   drag = 0.1;
   density = 0.7;
   maxDamage = 250;
   maxEnergy =  10;
   repairRate = 0.33;

   rechargeRate = 0.4;

   runForce = 28 * 90;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 12;
   maxBackwardSpeed = 6;
   maxSideSpeed = 1;

   maxForwardCrouchSpeed = 12;
   maxBackwardCrouchSpeed = 6;
   maxSideCrouchSpeed = 1;

   maxForwardProneSpeed = 0;
   maxBackwardProneSpeed = 0;
   maxSideProneSpeed = 0;

   maxForwardWalkSpeed = 0;
   maxBackwardWalkSpeed = 0;
   maxSideWalkSpeed = 0;

   maxUnderwaterForwardSpeed = 8.4;
   maxUnderwaterBackwardSpeed = 7.8;
   maxUnderwaterSideSpeed = 7.8;

   jumpForce = 17 * 90; //8.3 * 90;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;

   minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;

   minImpactSpeed = 250;
   speedDamageScale = 3.8;

   boundingBox = vectorScale("2.5 2.5 2.4", 4);
   crouchBoundingBox = vectorScale("2.5 2.5 2.4", 4);
   
   pickupRadius = 0.75;
   
   // Foot Prints
   //decalData   = HorseFootprint;
   //decalOffset = 0.25;

   jetEmitter = "";
   jetGroundEmitter = "";
   jetGroundDistance = 4;
 
   //footPuffEmitter = LightPuffEmitter;
   footPuffNumParts = 10;
   footPuffRadius = 0.25;

   //dustEmitter = LiftoffDustEmitter;

   splash = PlayerSplash;
   splashVelocity = 4.0;
   splashAngle = 67.0;
   splashFreqMod = 300.0;
   splashVelEpsilon = 0.60;
   bubbleEmitTime = 0.1;
   splashEmitter[0] = PlayerFoamDropletsEmitter;
   splashEmitter[1] = PlayerFoamEmitter;
   splashEmitter[2] = PlayerBubbleEmitter;
   mediumSplashSoundVelocity = 10.0;   
   hardSplashSoundVelocity = 20.0;   
   exitSplashSoundVelocity = 5.0;

   // Controls over slope of runnable/jumpable surfaces
   runSurfaceAngle  = 85;
   jumpSurfaceAngle = 86;

   minJumpSpeed = 20;
   maxJumpSpeed = 30;

   horizMaxSpeed = 68;
   horizResistSpeed = 33;
   horizResistFactor = 0.35;

   upMaxSpeed = 80;
   upResistSpeed = 25;
   upResistFactor = 0.3;
   
   footstepSplashHeight = 0.35;

   //NOTE:  some sounds commented out until wav's are available

   JumpSound = HorseJumpSound;

   // Footstep Sounds
//   FootSoftSound        = HorseFootFallSound;
//   FootHardSound        = HorseFootFallSound;
//   FootMetalSound       = HorseFootFallSound;
//   FootSnowSound        = HorseFootFallSound;
//   FootShallowSound     = HorseFootFallSound;
//   FootWadingSound      = HorseFootFallSound;
//   FootUnderwaterSound  = HorseFootFallSound;
   //FootBubblesSound     = FootLightBubblesSound;
   //movingBubblesSound   = ArmorMoveBubblesSound;
   //waterBreathSound     = WaterBreathMaleSound;

   //impactSoftSound      = ImpactLightSoftSound;
   //impactHardSound      = ImpactLightHardSound;
   //impactMetalSound     = ImpactLightMetalSound;
   //impactSnowSound      = ImpactLightSnowSound;
   
   impactWaterEasy      = Splash1Sound;
   impactWaterMedium    = Splash1Sound;
   impactWaterHard      = Splash1Sound;
   
   groundImpactMinSpeed    = 10.0;
   groundImpactShakeFreq   = "4.0 4.0 4.0";
   groundImpactShakeAmp    = "1.0 1.0 1.0";
   groundImpactShakeDuration = 0.8;
   groundImpactShakeFalloff = 10.0;
   
   //exitingWater         = ExitingWaterLightSound;

   // Inventory Items
maxItems   = 10; //total number of bricks you can carry
maxWeapons = 5; //this will be controlled by mini-game code
maxTools = 5;

uiName = "Horse";
rideable = true;
lookUpLimit = 0.6;
lookDownLimit = 0.2;

canRide = false;
showEnergyBar = false;
paintable = true;

brickImage = horseBrickImage; //the imageData to use for brick deployment

   numMountPoints = 1;
   mountThread[0] = "root";
   mountNode[0] = 2;
};

Tony, its all right there in the code, the max forward speed of the horse and everything, you're acting as if its un-modifyable

I didn't know, all my script editing has been nothing but trial and error.

I didn't know, all my script editing has been nothing but trial and error.
It's loving called maxForwardSpeed. What else could it be.

It's loving called maxForwardSpeed. What else could it be.
Calm down now, I was like this when I first started out too

Calm down now, I was like this when I first started out too
I do believe we all started out as "oh cool whats THIS one mean? lets change it and see how badly it forgets up the item!".