Hey everyone,
Complete noob here, trying to create a game in GZDoom. I've been attempting to modify the player movement engine-wide to give the player a higher jump. Additionally, I would like the player to be able to jump again immediately after landing, without having to wait for the short landing delay.
I've managed to change the jump height by using SLADE and directly modifying the player.zs file in the GZDoom.pk3 file. This modification works in-game for all stages. However, when testing my map in UDB, I've noticed that none of the edited movement changes take effect. For what it's worth, the map's WAD is currently using Freedom WADs and the GZDoom.pk3 as a resource.
I would greatly appreciate any help with this.
changing gzdoom player movement & testing in udb?
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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!)
Re: changing gzdoom player movement & testing in udb?
While I don't know why it doesn't work in UDB specifically, I still do not recommend this method of doing things.
Instead, you can create a new player class and modify all variables there.
As for wanting the player to jump constantly, you will have to use a Tick override like this:
You should put this code inside your player class outside the Default{} and States{} blocks.
Instead, you can create a new player class and modify all variables there.
As for wanting the player to jump constantly, you will have to use a Tick override like this:
Code: Select all
Override void Tick(){
Super.Tick();
If(player.jumpTics!=0){player.jumpTics=0;} //Reset the jump delay constantly
}