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#1

Top Down level jumping logic?

Archive: 3 posts


K so iv'e basically finished my sackbots weapons and movement logic and what not, but the jump logic messes me up, i end up having infinite jump problem, or something, i need a way to make the sackbot sense that its on the ground and be able to reset the jump logic or something, any help?2014-11-27 07:28:00

Author:
CHiMES_D
Posts: 18


you need to solve it with counters and hitboxes.

Think of the counter like "fuel to jump"

One increment on the counter is what it takes to jump, AND you can only store ONE increment in the counter.

Have a thin hitbox on your ground, and have your jump mechanic set up on a microchip that is turned on by a 1 increment counter. When you jump, take an increment away from the counter, and when you touch the hitbox on the ground, have the counter go up by one.

This way, when you jump, you expend your "fuel" and when you land, it is restored.
2014-11-27 07:36:00

Author:
poorjack
Posts: 1806


It's actually pretty easy, I did jump logic all the time in LBP3. If you're on Ps4 add Archon453, and I can give you a hand with it. Also, did you find a fix for the head tilting? (Not the sackbot overide, but rather the global concept of up, and the sackbots head tilting that way.)2014-11-27 07:58:00

Author:
Archon453
Posts: 142


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