Changing the Player jumpDelay value
by Andrea Russo · in Technical Issues · 10/20/2006 (8:04 am) · 2 replies
How can I modify the jumpdelay of the "tutorial.base" folder?
in C:\Torque\SDK\example\tutorial.base\server\player.cs there only is the folloving code:
I tried to insert the following code ( and a few variations from C:\Torque\SDK\example\starter.fps\server\scripts\player.cs ) but it didn't work:
Thanks in advance for your help.
:)
in C:\Torque\SDK\example\tutorial.base\server\player.cs there only is the folloving code:
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
// Load dts shapes and merge animations
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "~/data/shapes/player/player.dts";
sequence0 = "~/data/shapes/player/player_root.dsq root";
sequence1 = "~/data/shapes/player/player_forward.dsq run";
sequence2 = "~/data/shapes/player/player_back.dsq back";
sequence3 = "~/data/shapes/player/player_side.dsq side";
sequence4 = "~/data/shapes/player/player_fall.dsq fall";
sequence5 = "~/data/shapes/player/player_land.dsq land";
sequence6 = "~/data/shapes/player/player_jump.dsq jump";
sequence7 = "~/data/shapes/player/player_standjump.dsq standjump";
sequence8 = "~/data/shapes/player/player_lookde.dsq look";
sequence9 = "~/data/shapes/player/player_head.dsq head";
sequence10 = "~/data/shapes/player/player_headside.dsq headside";
sequence11 = "~/data/shapes/player/player_celwave.dsq celwave";
};
datablock PlayerData(PlayerShape)
{
renderFirstPerson = false;
shapeFile = "~/data/shapes/player/player.dts";
};
//----------------------------------------------------------------------------
// PlayerShape Datablock methods
//----------------------------------------------------------------------------
function PlayerShape::onAdd(%this,%obj)
{
// Called when the PlayerData datablock is first 'read' by the engine (executable)
}
function PlayerShape::onRemove(%this, %obj)
{
if (%obj.client.player == %obj)
%obj.client.player = 0;
}
function PlayerShape::onNewDataBlock(%this,%obj)
{
// Called when this PlayerData datablock is assigned to an object
}I tried to insert the following code ( and a few variations from C:\Torque\SDK\example\starter.fps\server\scripts\player.cs ) but it didn't work:
datablock PlayerData(PlayerBody)
{
jumpForce = 8.3 * 90;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 15;
recoverDelay = 9;
recoverRunForceScale = 1.2;
};Thanks in advance for your help.
:)
Torque Owner AndrewOsborne
C:\Torque\SDK\example\starter.fps\server\scripts\player.cs
vs
C:\Torque\SDK\example\tutorial.base\server\player.cs
i almost cried, i am the worst offender for editing the wrong file (vs.net is evil)
what you want is to add
jumpForce = 8.3 * 90;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 15;
to
datablock PlayerData(PlayerShape)
{
renderFirstPerson = false;
shapeFile = "~/data/shapes/player/player.dts";
};
which is your player datablock
that looks a little short so do a search for
datablock PlayerData
in tut.base and see if anything looks better.
good luck with it!
edit:spelling