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Buliaras
Joined: Fri Oct 30, 2009 8:04 pm Posts: 10
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Jumping
I just need to know how to make an actor "jump" without having to use the jetpack. I've searched nearly as long as I can stand. I have this actor that has no jetpack, it just jumps where it needs to be but I can't figure out how to do make it do that. This is probably one of the noobest questions that have been on the forum, but I need the help.
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Tue Dec 08, 2009 10:13 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Jumping
There have been noobier and stupider. Look at the scripts in Zombies'09, theres a jumping block in the trenchmen's and a lot of the zombie's scripts that should do what you want.
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Tue Dec 08, 2009 10:20 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Jumping
Or uh, Missions.rte. Mother crab, etc.
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Wed Dec 09, 2009 12:45 am |
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Buliaras
Joined: Fri Oct 30, 2009 8:04 pm Posts: 10
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Re: Jumping
Thanks so much guys. I now have a jumping actor. My next question would be "is it possible to tell lua to only allow a character to jump again once they've touched ground?"
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Wed Dec 09, 2009 1:41 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Jumping
Yes. Look at Darlos' Darkstorm Electrolaser. It has effects that only affect actors when they are touching the ground.
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Wed Dec 09, 2009 1:45 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Jumping
Cast a StrengthRay downwards. You can also use an ObstacleRay, and then you could jump off people's heads and dropships.
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Wed Dec 09, 2009 1:49 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Jumping
Or you can just use GetAltitude, which is just as precise and needs less overhead.
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Wed Dec 09, 2009 2:10 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Jumping
As paul said, using getaltitude is the cheapest way, though tweaking the number can be tricky (i sure as hell havent got it right in zombies'09) and using an obstacleray would let you jump off hittable MOs, which is a plus. depends what you're looking for.
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Thu Dec 10, 2009 11:36 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Jumping
Geti wrote: using an obstacleray would let you jump off hittable MOs So you're saying that you could, with good timing and luck, jump into the sky through a cloud of dropship debris? Awesome.
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Thu Dec 10, 2009 11:47 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Jumping
you'd have to make them hittable, they arent at the moment, they just hit stuff, but yeah, feasibly. you could leapfrog off of a rouge dropship engine if you were lucky enough, or a flying, blood soaked helmet at the moment.
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Thu Dec 10, 2009 12:10 pm |
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