Okay, I feel I am getting close, but not quite a cigar.

When the player jumps and falls downward, or falls downward in mid-air after stepping off a ledge, the game is now beeping like crazy, when I use the below code, and stops beeping when the player's feet land on the floor (which is good):

Code:
action player_code()
{
   ...

   DEBUG_VAR(my.GRAVITY_VAR, 225); // DECREMENTING RAPIDLY
                                   //    WHEN FALLING.

   if(my.GRAVITY_VAR < -3.80)
   {
      beep(); // BEEP IS WORKING WHEN PLAYER IS FALLING,
              //    BEEPING LIKE CRAZY WHEN PLAYER FALLS

      timer(); // TIMER SHOULD START WHEN PLAYER FALLS
				
      if(my.GRAVITY_VAR >= -3.80)
      {
         time_elapsed = timer(); // TIMER SHOULD END WHEN 
                                 //    PLAYER LANDS ON GROUND,
                                 //    AND RECORD TIME IN
                                 //    time_elapsed VARIABLE
      }
   }

   DEBUG_VAR(time_elapsed, 275); // DISPLAYS time_elapsed 
                                 //    VARIABLE, WHICH IS 
                                 //    STAYING AT 0, EVEN
                                 //    AFTER PLAYER DROPS

   c_move(me, move_vec, vector(0, 0, my.GRAVITY_VAR), USE_POLYGON | 
      IGNORE_PASSABLE | GLIDE);

   if(c_trace(my.x, vector(my.x, my.y, my.z - my.FEET_HEIGHT), IGNORE_ME | 
      IGNORE_PASSABLE | IGNORE_PASSENTS | USE_POLYGON)) 
   {
   
   ...		

   }

   ...
}



When the player falls downward, I notice the player's my.GRAVITY_VAR value rapidly decrementing below -3.80, to anywhere like -24 or so, until the player's feet land on the ground, to where my.GRAVITY_VAR goes back above or at -3.80 or so.

The only problem is that time_elapsed is staying at 0. The timer does not seem to be starting.

Does anyone see a glaring problem that I am just not noticing, that is making the timer not start, or work?

Last edited by Ruben; 12/17/15 21:53.