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[solved] Double Jump
#1
First: Hello LFE ;)
For a character i need a simple double jump. Not a triple or even infinite jump, that's what i got when i tried it myself. It just should do a second jump while in mid-air or falling. I already searched the forum and mainsite for a solution, and found nothing useful.
If a double jump is possible, i would be grateful for help. Thanks in advance,
Beasty
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#2
Did You search for dvy: ?

Just give Your frame hit_j: xxx, and that xxx frame make with -dvy: .

Mainsite anyways... :P
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#3
In the jump frames there are some lines that say hit_a: 0 hit_d: 0 hit_j: 0
Make your own "jump cycle" and link it to the original jumping.
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#4
Well, if i link from the jump frame to the "second jump" frames (the ones for the double jump) you can simply hit jump a several times and the character keeps jumping. So we have not a double jump but an infinite jump...
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#5
Make 3 (or how much You want) frames similar to jump frames...

Should look like this: <frame> 300 jump, etc.

Solved?
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#6
okay
first of all copy the jump frames
put the copied jump frames at the end of your data (before dummie ) give the normal jump and hit a/d/j xxx (xxx should be the beginning of the second jump) change the number until they fit (if you haven´t done it already) and then save it

well i really suck at explaining send me the data and ill do it for you
[Image: 333wc2q.png]

only the past knows how the future looks like ~ HW
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#7
Hm, i just did exactly as you described it, but it just leads to this endles jumping.
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#8
is there a hit_j: XXX at the copied jump frames?
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#9
if you have done exactly what i desxribed it shouldn´t but i can fix that delete the hit a/d/J in the second jump frames and everything is fine 8if theres one ^^
[Image: 333wc2q.png]

only the past knows how the future looks like ~ HW
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#10
My character features 'double jumping'.

Here are the frames I made (DON'T COPY THEM), you can use them as reference:

Modified original jump frame with hit_j: tag:
    DC-Code:
<frame> 212 jump
   pic: 62  state: 4  wait: 1  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 330
   wpoint:
   kind: 1  x: 25  y: 44   weaponact: 29  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 20  y: 11  w: 29  h: 61
   bdy_end:
<frame_end>


Second jump:
    DC-Code:
<frame> 330 jump2
   pic: 60  state: 4  wait: 1  next: 331  dvx: 0  dvy: -3  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0  mp: 20
   wpoint:
   kind: 1  x: 40  y: 68   weaponact: 29  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 22  y: 24  w: 35  h: 58
   bdy_end:
<frame_end>
 
<frame> 331 jump2
   pic: 61  state: 4  wait: 1  next: 332  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\017.wav 
   wpoint:
   kind: 1  x: 40  y: 69   weaponact: 29  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 26  y: 26  w: 34  h: 56
   bdy_end:
<frame_end>
 
<frame> 332 jump2
   pic: 62  state: 4  wait: 1  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bpoint:
      x: 41  y: 32
   bpoint_end:
   wpoint:
   kind: 1  x: 25  y: 44   weaponact: 29  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 20  y: 11  w: 29  h: 61
   bdy_end:
<frame_end>


The second jump will act exactly the same as the original jump, but the second one doesn't have the hit_j: tag.

(If you apply it to your jump frames and your character automatically jumps twice in a row - increase the wait in frame 210.)
(You can expand the second set of jump-frames and add an extra frame with wait: 0 and dvy: 550 before the frame with the - dvy.)
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.

Contact me if the links to my projects become unavailable.
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Thanks given by: Beasty , hejmal




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