Nash wrote:You're welcome agenten!
I have an updated, ZScriptified version that works(tm) in netplay just fine, but I'm currently ultra busy (moving houses)... I'll be sure to post it up here ASAP
I hope you upload it here soon and haven't forgoten about it.
while you do that here is what I made by trying to zscript my first time, I#m also not a really good prgrammer so there might be issues I didn't notice.
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class AirControledDoomPlayer : DoomPlayer{
Default{
Speed 8.75;
}
override void MovePlayer(){
Super.MovePlayer();
if (floorz == pos.z){
A_ScaleVelocity(0.45);
}else{
A_ScaleVelocity(1);
}
}
}
Jekyll Grim Payne wrote:Hey, sorry for resurrecting it like this, but it's actually something I've wanted for a while. But I have a question: is there any way to tie this to the moment of landing after a jump?
This may be too specific, but the thing is that slippery movement itself suits Doom just fine. However, it makes any jumping puzzles feel horrible, weird and discouraged me from making them ever. If there was any way to make the doom guy NOT slide after landing but do it in any other case, that would be amazing. For now I can't wrap my head around it though.
can work with zscript, If you can find a state or function for landing all you need to do is add A_Scalevelocity to it, I couldn't find any so here's what I did:
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bool onfloor;
override void MovePlayer(){
Super.MovePlayer();
if (floorz == pos.z){
if (onfloor == False){
A_ScaleVelocity(0.1);
onfloor = True;
}
}else{
onfloor = False;
}
}
Try only making it work when no movement key is pressed, it feels weird when the player loses all it's velocity for a moment and instantly start walking with full velocity again.