Is there a way to check if a player is jumping via ACS?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
- TheRailgunner
- Posts: 1555
- Joined: Mon Jul 08, 2013 10:08 pm
Is there a way to check if a player is jumping via ACS?
What the title says - so far my jump-tracking capabilities are crude, as I can't seem to use GetZAt without getting some sort of ACS error and GetSectorFloorZ doesn't seem to work (checking the player's Z seems to be spotty).
- Endie
- Posts: 227
- Joined: Thu Mar 16, 2017 7:34 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Somewhere in the void
Re: Is there a way to check if a player is jumping via ACS?
Actually, there's another not-so precise method to do so
Even via Decorate, you can use GetPlayerInput, which defined with the jump key, will detect the jump movement
as for a more precise thing, i don't think i can help. Anyway that's all i know for now
Even via Decorate, you can use GetPlayerInput, which defined with the jump key, will detect the jump movement
as for a more precise thing, i don't think i can help. Anyway that's all i know for now