Player.LandTimeRecovery
Moderator: GZDoom Developers
Player.LandTimeRecovery
Player.LandTimeRecovery value
Delay between jumps in tics. Can set to 0 for strafe jumps. Defaults to "35?"
Delay between jumps in tics. Can set to 0 for strafe jumps. Defaults to "35?"
- Zanieon
- Posts: 2059
- Joined: Tue Jan 13, 2009 4:13 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Somewhere in the future
- Contact:
Re: Player.LandTimeRecovery
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
but this could be a nice option anyway
Re: Player.LandTimeRecovery
I'm bumping this to know if any progress has been made?
Re: Player.LandTimeRecovery
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.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49234
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Player.LandTimeRecovery
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
Do you expect me to know that? I'm not a developer.Graf Zahl wrote:Right now nobody is working on ZDoom so where should progress come from?
Re: Player.LandTimeRecovery
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
I literally love the people behind this project. Awesome job guys!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.
Re: Player.LandTimeRecovery
Lol at those two responses.
Re: Player.LandTimeRecovery
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.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.
If this was implemented, it would also make Zandronum strafe jumping way easier to recreate.