Author Topic: To jump or not to jump  (Read 570 times)

Alright, well, this is probably a pretty simple question, however I can't seem to find the answer ingame. I was wondering if this was more of an engine-sided thing that scripts can't access without access to the engine codes, but hopefully it isn't.

So, obviously, you can jump. But, if you've jumped, you can't jump again until you've landed. What, by default, keeps track of that?

Thinking of making a double-jump mod? Awesome.

I will try to find the answer to this. It's not as easy as looking at zombies' jumps.

Try messing around with ::onTrigger
The slot is 2.

Darn too late. Ah well I probably wouldn't have helped anyway.

Try messing around with ::onTrigger
The slot is 2.

I have; the trigger is called when you press your jump button, but you only gain vertical velocity if you haven't already jumped since you last hit the ground. So, that's not quite the answer.

So then, when you're not on the ground, give the player an extra boost and make a noise.
Think outside the box.

So then, when you're not on the ground, give the player an extra boost and make a noise.
Think outside the box.

That's the thing though. I don't know what part of the engine keeps track of if you've jumped or not. This isn't for a double-jump mod, I don't know why Blockoman assumed that.

When you jump, give the player a variable, and when the player collides with an object lower than itself, turn the variable off.

Jumping is managed entirely engine-side and the onTrigger is just a callback from that, so you can't change any of that in script.

Jumping is managed entirely engine-side and the onTrigger is just a callback from that, so you can't change any of that in script.

Alright, there's an answer I've been looking for. Thanks Ephi, locking.