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spiderman syndrome: jumping and wall clinging

PostPosted: Tue Mar 06, 2007 4:41 am
by DollMaster
Ok two things, I went through and made an actor that jumps. And the platforms stop him. However...

1)occasionally, he will perform a super jump and just darts way up. its usually, the first time i press the jump button. if i hold in the jump button, he does not dart up.

ALSO, upon playing around with it, if i take off repeat, it takes multiple jump button pushes in order to make him jump.

2)if he jumps into a wall, he will cling to it if i continue to walk towards it. is there anyway to get rid of this?

PostPosted: Tue Mar 06, 2007 8:40 am
by DilloDude
What code are you using for the jumping and the jump variable?

To fix the wall clinging, add Left and Right side collision separately. Add these parameters for the physical response.
Code: Select all
PhysicalResponse(MOVE_EVENT_ACTOR_ONLY, USE_CALCULATED_MASS, 1, 1, 1, 1);

That works well if you are using xvelocity for the movement. If you are just changing the x value, you might want
Code: Select all
PhysicalResponse(MOVE_EVENT_ACTOR_ONLY, USE_SPECIFIED_MASS, 1, 1, 1, 1);

PostPosted: Wed Mar 07, 2007 1:16 am
by DollMaster
ok somehow i fixed the jumping...by playing around with it, i do not know how.

now for the wall clinging. before he would stick to the walls if you pressed towards it. now, by adding what you told me to add, he slowly walks up the wall. what i want for him to do is just fall down when he comes to a wall.

also, can you help me understand what specified mass, and calculated means? i dont really understand that screen or anything in it. i know how to make an obstacle from the tutorials and forum, but i do not understand why.

PostPosted: Wed Mar 07, 2007 1:34 am
by Sgt. Sparky
E-mail me the .ged and data folders and I will set it up for you :D
btw, do you have MSN?

PostPosted: Wed Mar 14, 2007 1:26 am
by DollMaster
DilloDude wrote:What code are you using for the jumping and the jump variable?

To fix the wall clinging, add Left and Right side collision separately. Add these parameters for the physical response.
Code: Select all
PhysicalResponse(MOVE_EVENT_ACTOR_ONLY, USE_CALCULATED_MASS, 1, 1, 1, 1);

That works well if you are using xvelocity for the movement. If you are just changing the x value, you might want
Code: Select all
PhysicalResponse(MOVE_EVENT_ACTOR_ONLY, USE_SPECIFIED_MASS, 1, 1, 1, 1);


Ok, I finally got this to work. Everything works perfectly now. Thank you two fellers.

PostPosted: Wed Mar 14, 2007 4:22 am
by Sgt. Sparky
could you please test the game I am workin' on at: http://game-editor.com/forum/viewtopic. ... 7364#17364
for glitches or anything?
:D