JPMobility [COMPLETE FOR NOW, LINKS FIXED!]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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GOODGOOD
- Posts: 82
- Joined: Tue Jun 14, 2016 5:36 am
Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]
This is some Black Ops 3 Parkouring $@&% right here, awesome work JP it's really fun messing around
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Jetplane
- Posts: 9
- Joined: Tue Apr 15, 2014 7:32 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Ohio
Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]
Currently these scripts are run in that fashion. I just can't really fix issues with console cheats that tend to break things. :/TiberiumSoul wrote:you could create a trio of scripts that initiate the jpmobility functions
that activates everything when entering a map, one that activates upon resurrection, and for hub levels one that activates when moving between the hub areas
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Boomstick
- Posts: 44
- Joined: Fri Sep 02, 2016 1:43 pm
- Location: MAP33
Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]
when sliding into an exit the start of the next level you will be sliding.
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Jetplane
- Posts: 9
- Joined: Tue Apr 15, 2014 7:32 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Ohio
Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]
Should be good in the latest build! The camera will start off low as the level loads but you won't accidentally chuck yourself into a pit of enemies or something.Boomstick wrote:when sliding into an exit the start of the next level you will be sliding.
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Doomguy5th
- Posts: 397
- Joined: Mon Dec 23, 2013 12:49 pm
- Location: Somewhere you shouldn't be
Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]
Yep, it worked. I guess GDCC ACC it is instead of the standard ACC. Thanks man!Jetplane wrote:As for the compiling I've switched over to gdcc-acc. Can't really help much with ACC issues. Sorry man. You'll have to look elsewhere for assistance. :/
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orxalot22
- Posts: 374
- Joined: Fri Nov 08, 2013 2:42 pm
Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]
I found another interesting invulnerability glitch. when picking up an invuln sphere and then using the slide option, you lose the invuln that the sphere gives you (but the camera effect stays nonetheless)
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Jetplane
- Posts: 9
- Joined: Tue Apr 15, 2014 7:32 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Ohio
Re: JPMobility [FEATURE COMPLETE, FIXING BUGS]
Ah jeez. Yeah I believe I know why that happens. I'll look into it and update it when possible!orxalot22 wrote:I found another interesting invulnerability glitch. when picking up an invuln sphere and then using the slide option, you lose the invuln that the sphere gives you (but the camera effect stays nonetheless)
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neto592
- Posts: 78
- Joined: Thu Apr 14, 2022 11:16 am
Re: JPMobility [COMPLETE FOR NOW, LINKS FIXED!]
I see...
So this is how people usually move around in Japan.

So this is how people usually move around in Japan.