OK so I am still experimenting with a jump command... I did this in my game to move the dude up when the spacebar is pressed... only problem is if you hit the spacebar repeatedly you jump like the hulk (up and up and up but not away!)
So I thought I would create an instance that you couldn't jump for a few seconds after the first spacebar press... you know to limit the jumpage... I did this:
Keeping in mind that I am not an exteremely logical person!
-RZ
So I thought I would create an instance that you couldn't jump for a few seconds after the first spacebar press... you know to limit the jumpage... I did this:
If KeyDown( 205 )=True Then RotateEntity camera,0,-5,0 If KeyDown( 203 )=True Then RotateEntity camera,0,+5,0 If KeyDown( 208 )=True Then MoveEntity camera,0,0,-5 If KeyDown( 200 )=True Then MoveEntity camera,0,0,5 If KeyHit(57)=True And jumpflag = False Then For jasc=1 To 90 TranslateEntity camera,+0,+1,+0 Next For jasc=90 To 1 MoveEntity camera,0,-1,0 Next oldtime=MilliSecs() If MilliSecs()< oldtime + 5000 Then jumpflag=True Else jumpflag = False x#=EntityX(camera) y#=EntityY(camera) z#=EntityZ(camera) ; ---- HOW TO USE GRAVITY y#=y#-8 ; ------------------ ;If EntityCollided (castle,2) ;y#=y#+40 ;ElseIf EntityCollided (terrain,2) ;y#=y# ;EndIf ; If y#<49 Then y#=49 ; ------------------------ PositionEntity camera,x#,y#,z#But it doesn't work. I set the flag jumpflag to 0 before starting the main program loop. I also plonked a bit after render that would show me the status of jumpflag... it stays at 1 all the time... 1 is true isn't it. Where does my logic fail?
Keeping in mind that I am not an exteremely logical person!
-RZ