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  1. #1

    Default Double Jump any time?

    It's one of those things I could never figure out.
    How can you enable double jump while falling? Normally you can only double jump when you at a certain height.

  2. #2

    Default

    Nvm, just figure it out

    DoubleJumpThreshold=160.0

  3. #3
    MSgt. Shooter Person
    Join Date
    May 2009
    Location
    Canada
    Posts
    87

    Default

    I thought at first you were asking if you can initiate a jump after you walk off a ledge and begin falling. That is something I`ve been wondering. Does anyone know how to do that?

  4. #4

    Default

    Quote Originally Posted by J_Gau View Post
    I thought at first you were asking if you can initiate a jump after you walk off a ledge and begin falling. That is something I`ve been wondering. Does anyone know how to do that?
    I also want to know that.

  5. #5
    MSgt. Shooter Person
    Join Date
    May 2009
    Location
    Canada
    Posts
    87

    Default

    Still having trouble with this one. Been trying to add this to the function CheckJumpOrDuck in UTPlayerController:

    if ( Pawn.Physics != PHYS_Falling && bpressedjump )
    {
    Pawn.DoJump( bUpdating );
    }

    It compiles, but does not work. I think I may have a syntax error. Any suggestions?

  6. #6

    Default

    Well, unless I'm a spacktard, when you are falling you WILL have physics setting of phys_falling.

    So try switching the != to a ==?

  7. #7
    MSgt. Shooter Person
    Join Date
    May 2009
    Location
    Canada
    Posts
    87

    Default

    I thought the expression was 'smacktard"

    Thanks for the input. I'm a blundering noob for now.

  8. #8

    Default

    Quote Originally Posted by HideInLight View Post
    I also want to know that.
    If anyone is still trying to figure this out, you can edit "event Landed" in UTPawn.uc change from bReadyToDoubleJump=false to bReadyToDoubleJump=true. This also works with multiple jumps


 

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