Gamestudio Links
Zorro Links
Newest Posts
Z9 getting Error 058
by madpower2000. 07/22/26 14:01
ZorroGPT
by TipmyPip. 07/21/26 17:54
New Zorro version 3.11
by jcl. 07/21/26 13:42
Lapsa's very own thread
by Lapsa. 07/18/26 13:40
Purchase A8 full licence version
by ukgamer. 07/17/26 05:52
AUM Magazine
Latest Screens
Dorifto samurai
Shadow 2
Rocker`s Revenge
Stug 3 Stormartillery
Who's Online Now
4 registered members (madpower2000, AndrewAMD, Quad, VoroneTZ), 1,831 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
riggi89, shuhari, KD1990, Ephraim, Student_64151
19223 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 5 1 2 3 4 5
Re: Problem with Jump/Fall Code [GER/ENG] [Re: 3run] #379108
07/29/11 15:30
07/29/11 15:30
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
Expert
Espér  Offline OP
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
added:
Code:
#define dist_x skill11
#define dist_y skill12
#define dist_z skill13




Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: Problem with Jump/Fall Code [GER/ENG] [Re: Espér] #379110
07/29/11 15:38
07/29/11 15:38
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,377
Caucasus
No try to move your character with it, instead of using multiply calls of c_move instruction.
You'll need to make only one call with "my.dist_x" and then change all those three defines.
BTW, for gravity you better use absolute force, like this:
Code:
c_move(my,vector(my.dist_x,my.dist_y,0),vector(0,0,my.dist_z),IGNORE_PASSABLE|GLIDE);


May be this will help you to solve the problem, it may be was caused by multiply c_move calls.


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Problem with Jump/Fall Code [GER/ENG] [Re: 3run] #379112
07/29/11 15:45
07/29/11 15:45

M
Malice
Unregistered
Malice
Unregistered
M



I didn't really look at your code (should do that though), but I'm using a modified version of the improved player movement code and I've never had the problem of sinking in the floor after a jump. So I figure it might be worth your time to take a look at the simple jump code in it and see what they did differently.

Re: Problem with Jump/Fall Code [GER/ENG] [Re: ] #379114
07/29/11 16:04
07/29/11 16:04
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
Expert
Espér  Offline OP
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
3run: this code is not for movement.. just for jumping

malice: can't use it cause i need those sibgle parts instead of 1 function


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: Problem with Jump/Fall Code [GER/ENG] [Re: Espér] #379120
07/29/11 16:19
07/29/11 16:19

M
Malice
Unregistered
Malice
Unregistered
M



You use obj.in_jump to track it's jump state, have you watched this var to see if it enters the land state late? Also I'm not sure what obj.objekthoehe is but is it possible that your condition in land is being set to low by this?

Last edited by Malice; 07/29/11 16:23.
Re: Problem with Jump/Fall Code [GER/ENG] [Re: ] #379122
07/29/11 16:23
07/29/11 16:23
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
Expert
Espér  Offline OP
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
objekthoehe = height of the object (max_z*2)


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: Problem with Jump/Fall Code [GER/ENG] [Re: Espér] #379123
07/29/11 16:25
07/29/11 16:25

M
Malice
Unregistered
Malice
Unregistered
M



could this be your problem.

while(obj.roofdist > (obj.objekthoehe/2))

this is the model center plus max height. But you what the model to stop at the positive min.z , wouldn't simple removing the "/2" fix your problem?

Re: Problem with Jump/Fall Code [GER/ENG] [Re: ] #379124
07/29/11 16:30
07/29/11 16:30
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,377
Caucasus
You were changing something called direction in X coordinates. Change movement as I said.


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Problem with Jump/Fall Code [GER/ENG] [Re: 3run] #379126
07/29/11 16:38
07/29/11 16:38
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
Expert
Espér  Offline OP
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
no, that's just for other objects. player movement is in another script.


can't try to erase *2
at the moment i'm sitting in a restaurant - will try it later


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: Problem with Jump/Fall Code [GER/ENG] [Re: Espér] #379127
07/29/11 16:41
07/29/11 16:41

M
Malice
Unregistered
Malice
Unregistered
M



OK... I'll wait.
Leave
creator.objekthoehe = (creator.max_z*2);
but change
while(obj.roofdist > (obj.objekthoehe/2))
to
while(obj.roofdist > (obj.objekthoehe))

Page 2 of 5 1 2 3 4 5

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1