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Joe123
11-27-2007, 01:01 PM
* Changed the implementation of all JUMP and this->Jump variables. My apologies to those who were already making use of that variable. Rather than being an arbitrary value that was irrationally divided by the Gravity constant, Jump is now a straight acceleration variable, comparable to Ax and Ay.
* In that vein, the Gravity and Terminal Velocity constants have been shifted two decimal places to the right. (To convert Jump-related values in your scripts to the current format: divide by your Quest's Gravity variable as it is now expressed.)

OK, so this time it's the roll script.
Before, Link would roll. Now he jumps; his Z-coordinate is no longer tied to 0 for some reason. I haven't altered the script.

I tried dividing instances of Link->Jump by the gravity variable (now 0.16). In the script, it said Link->Jump = 20;, so I put Link->Jump = 125;, but it didn't work.

Seeing as I didn't write the script and it's not within my understanding, I can't really fix it.

Can someone please fix the script so it now works again?

(I'm reffering to this script (http://www.armageddongames.net/forums/showthread.php?t=98780) incase anyone's not sure)

beefster09
11-28-2007, 05:45 PM
Oh boy. I'll try to fix it. I was going to improve the collision detection anyway and change it so it uses an all-purpose flag.

Joe123
11-28-2007, 06:24 PM
Thanks :)

beefster09
11-28-2007, 06:41 PM
I fixed it. Or at least I think I did. I'll post the new and improved script in a few.

Joe123
11-28-2007, 06:47 PM
did you improve the walkability detection aswell?

_L_
11-28-2007, 11:51 PM
I tried dividing instances of Link->Jump by the gravity variable (now 0.16). In the script, it said Link->Jump = 20;, so I put Link->Jump = 125;, but it didn't work.Divide? Aaa. I think I must've meant 'multiply'. Nut nut nuts.

beefster09
11-29-2007, 05:44 PM
Yup. The bug went down with the old collision detection. I also bumped the old thread.

Joe123
11-29-2007, 05:53 PM
Thankyou very much :)
It's such a great script.