Player.LandTimeRecovery

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Expand view Topic review: Player.LandTimeRecovery

Re: Player.LandTimeRecovery

by Onar4241 » Sun Jun 14, 2015 12:56 pm

jpalomo wrote:Sorry, I haven't really touched that in a while. I remember running into 2 issues last time though. If you were using a low delay, stepping up a ledge while in mid-air and holding jump caused another jump, essentially adding to your current velocity and jumping extremely high. The other was finding a proper way to implement it without breaking the current setup. I think Graf suggested a mapinfo option.
I think I explained it wrong. Everytime you jump and land in the ground, there's a small delay between your next jump, which forces no strafe jumping. That is what I mean. I want to eliminate it with this property. A MAPINFO option would be nice to have, but I want a few specific classes to do that, so I suggest both.

If this was implemented, it would also make Zandronum strafe jumping way easier to recreate.

Re: Player.LandTimeRecovery

by Raziel236 » Sun Jun 14, 2015 7:00 am

Lol at those two responses.

Re: Player.LandTimeRecovery

by Onar4241 » Sat Jun 13, 2015 9:39 pm

edward850 wrote:No, you're not. And you certainly don't need to be. Not that it matters anyway, as nobody is required to do anything.
I literally love the people behind this project. Awesome job guys!

Re: Player.LandTimeRecovery

by edward850 » Sat Jun 13, 2015 8:18 pm

No, you're not. And you certainly don't need to be. Not that it matters anyway, as nobody is required to do anything.

Re: Player.LandTimeRecovery

by Onar4241 » Sat Jun 13, 2015 8:17 pm

Graf Zahl wrote:Right now nobody is working on ZDoom so where should progress come from?
Do you expect me to know that? I'm not a developer.

Re: Player.LandTimeRecovery

by Graf Zahl » Sat Jun 13, 2015 1:14 pm

Onar4241 wrote:I'm bumping this to know if any progress has been made?

Isn't that obvious? Right now nobody is working on ZDoom so where should progress come from?

Re: Player.LandTimeRecovery

by jpalomo » Sat Jun 13, 2015 12:42 pm

Sorry, I haven't really touched that in a while. I remember running into 2 issues last time though. If you were using a low delay, stepping up a ledge while in mid-air and holding jump caused another jump, essentially adding to your current velocity and jumping extremely high. The other was finding a proper way to implement it without breaking the current setup. I think Graf suggested a mapinfo option.

Re: Player.LandTimeRecovery

by Onar4241 » Sat Jun 13, 2015 11:37 am

I'm bumping this to know if any progress has been made?

Re: Player.LandTimeRecovery

by Zanieon » Wed Jun 03, 2015 4:04 pm

jpalomo was working with jumping behavior some time ago, i dunno if he keeps this idea alive yet.

but this could be a nice option anyway

Player.LandTimeRecovery

by Onar4241 » Wed Jun 03, 2015 2:31 pm

Player.LandTimeRecovery value

Delay between jumps in tics. Can set to 0 for strafe jumps. Defaults to "35?"

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