I was just working on a player type and I've come across multiple errors regarding the sound profile, sprinting, and jumping.
When you (Right Click) to activate the players sprint...
Yes, it does work..
But when you attempt to jump while sprinting.. (Let's say I'd like to jump further?) it will not work.
I'd prefer the player to stop sprinting once the bar has depleted, then upon reactivating when the bar is full repeat the process.
I have custom sounds for the player (.wav Formatted)... But they will not Que when they are supposed to at all. There is no sound.
.. I have another request off-topic. I'd like to mount an emitter onto the player that STAYS mounted. I have one in mind, just not sure how to make it collaborate together.
If this is possible, I'd like to bind separate keys..
1.) Right Click to Sprint2.) Double Tap Jump / or Double Tap Shift for jetsHere's the code..
I'm very quite new to this still, but I'll learn.
//Standard Armor, similar to the "Advanced Warfare" scheme
datablock PlayerData(PlayerAdvanced : PlayerStandardArmor)
{
rechargeRate = 4;
runForce = 4320;
runEnergyDrain = 0;
maxForwardSpeed = "7";
maxBackwardSpeed = "5";
maxSideSpeed = "5";
maxForwardCrouchSpeed = "3";
maxBackwardCrouchSpeed = "2";
maxSideCrouchSpeed = "2";
airControl = 0.1;
jumpForce = 1080;
canJet = 0;
canRide = 1;
showEnergyBar = 1;
maxUnderwaterForwardSpeed = 80;
maxUnderwaterBackwardSpeed = 80;
maxUnderwaterSideSpeed = 80;
jetEmitter = "./AVJetSpark.png";
jetGroundEmitter = "./AVJetSpark.png";
jetGroundDistance = 10;
mass = 60;
drag = 0.1;
maxdrag = 0.52;
density = 0.7;
maxEnergy = 10;
repairRate = 0.4;
energyPerDamagePoint = 75.0;
rechargeRate = 0.4;
useCustomPainEffects = true;
PainSound = "./AVPainSound.wav";
DeathSound = "./AVDeathSound.wav";
pickupRadius = 0.75;
JumpSound = "./AVJumpSound.wav";
maxForwardCrouchSpeed = 3;
maxBackwardCrouchSpeed = 2;
maxSideCrouchSpeed = 2;
jumpForce = 17 * 63; //17 * 63;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 0;
jumpsound = "./AVJump.wav";
camerahorizontaloffset = 1;
cameraverticaloffset = 1;
cameraMaxDist = 3;
cameraTilt = 0.2;
maxfreelookangle = 1;
thirdPersonOnly = 1;
minJetEnergy = 2;
renderFirstPerson = true;
jetEnergyDrain = 7;
canJet = 0;
jetsound = "./AVJet.wav";
uiName = "AV Player";
showEnergyBar = true;
runSurfaceAngle = 25;
jumpSurfaceAngle = 25;
};
datablock PlayerData(PlayerAdvancedActive : PlayerAdvanced)
{
runEnergyDrain = 7;
minRunEnergy = 2;
maxForwardSpeed = "15";
maxBackwardSpeed = "10";
maxSideSpeed = "10";
maxForwardCrouchSpeed = "3";
maxBackwardCrouchSpeed = "2";
maxSideCrouchSpeed = "2";
airControl = 0;
uiName = "";
canRide = 0;
};
package AdvancedPlayer
{
function Armor::onTrigger(%data,%player,%slot,%io)
{
if(%slot == 4)
{
if(%io && %data.getName() $= "PlayerAdvanced")
{
%player.changeDatablock(PlayerAdvancedActive);
%tool = %player.currTool;
//servercmdunusetool(%player.client);
%player.currTool = %tool;
} else if(!%io && %data.getName() $= "PlayerAdvancedActive")
{
%player.changeDatablock(PlayerAdvanced);
//servercmduseTool(%player.client,%player.currTool);
}
}
Parent::onTrigger(%data,%player,%slot,%io);
}
};
activatePackage(AdvancedPlayer);
This is approximately how high the player can jump.

This is the Run/Sprint error..
