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DastardlyBanana(moving while jumping.
Hello. I know some of you may be familiar with DastardlyBanana's FPS Package. I am having some trouble with the FPSWalkerDB Script. (Well, first of all, for some reason, the standard Character Motor script wont work instead of FPSWalker, and if you know of a way to use this instead I would prefer that.) But if that can't happen, I would like to know how to change this script so that I can move around in air after while jumping (instead of just moving in one direction.) I tried messing around with the "grounded" variable, trying to remove it in some places and toying with the grounded flags. The script is below: (Mostly lines 90-128 if I am correct). sorry it is long.
private var speed = 6.0; var aimSpeed = 2.0; var sprintSpeed = 10.0; private var canSprint : boolean = true;
var sprintJumpSpeed = 8.0; var normSpeed = 6.0; var crouchSpeed = 6.0; var crouchDeltaHeight = 1.0; var jumpSpeed = 8.0; var normJumpSpeed = 8.0; var gravity = 20.0; private var mainCamera : GameObject; private var weaponCamera : GameObject; static var crouching : boolean = false; private var stopCrouching : boolean = false; private var standardCamHeight : float; private var crouchingCamHeight : float;
private var moveDirection = Vector3.zero; private var grounded : boolean = false;
static var walking : boolean = false;
function Start() { speed = normSpeed; mainCamera = gameObject.FindWithTag("MainCamera"); weaponCamera = gameObject.FindWithTag("WeaponCamera"); crouching = false; standardCamHeight = mainCamera.transform.localPosition.y; crouchingCamHeight = standardCamHeight - crouchDeltaHeight; }
function Update() { if(mainCamera.transform.localPosition.y > standardCamHeight){ mainCamera.transform.localPosition.y = standardCamHeight; } else if(mainCamera.transform.localPosition.y standardCamHeight){ weaponCamera.transform.localPosition.y = standardCamHeight; } else if(weaponCamera.transform.localPosition.y crouchingCamHeight){ if(mainCamera.transform.localPosition.y - (crouchDeltaHeight*Time.deltaTime*8) crouchingCamHeight){ if(weaponCamera.transform.localPosition.y - (crouchDeltaHeight*Time.deltaTime*8) standardCamHeight){ mainCamera.transform.localPosition.y = standardCamHeight; } else { mainCamera.transform.localPosition.y += crouchDeltaHeight*Time.deltaTime*8; } } if(weaponCamera.transform.localPosition.y standardCamHeight){ weaponCamera.transform.localPosition.y = standardCamHeight; } else { weaponCamera.transform.localPosition.y += standardCamHeight*Time.deltaTime*8; } }
}
} function FixedUpdate() {
if (grounded) {
// We are grounded, so recalculate movedirection directly from axes
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetButton ("Jump")) {
moveDirection.y = jumpSpeed;
if(crouching){
stopCrouching = true;
normalSpeed();
}
}
}
// Apply gravity
moveDirection.y -= gravity * Time.deltaTime;
// Move the controller
var controller : CharacterController = GetComponent(CharacterController);
var flags = controller.Move(moveDirection * Time.deltaTime);
grounded = (flags & CollisionFlags.CollidedBelow) != 0;
if((Mathf.Abs(moveDirection.x) > 0) && grounded || (Mathf.Abs(moveDirection.z) > 0 && grounded)){
if(!walking){
walking = true;
BroadcastMessage("walking", SendMessageOptions.DontRequireReceiver);
}
} else if(walking){
walking = false;
BroadcastMessage("stopWalking", SendMessageOptions.DontRequireReceiver);
}
}
@script RequireComponent(CharacterController)
function aiming() { speed = aimSpeed; }
function crouch() { speed = crouchSpeed; //mainCamera.transform.position.y -= crouchDeltaHeight; //weaponCamera.transform.position.y -= crouchDeltaHeight; //BroadcastMessage ("crouching", SendMessageOptions.DontRequireReceiver); this.GetComponent(CharacterController).height -= crouchDeltaHeight; this.GetComponent(CharacterController).center -= Vector3(0,crouchDeltaHeight/2, 0); crouching = true; }
function normalSpeed () { if(stopCrouching){ crouching = false; //mainCamera.transform.position.y += crouchDeltaHeight; //weaponCamera.transform.position.y += crouchDeltaHeight; this.GetComponent("CharacterController").height += crouchDeltaHeight; this.GetComponent("CharacterController").center += Vector3(0,crouchDeltaHeight/2, 0); BroadcastMessage("stopWalking", SendMessageOptions.DontRequireReceiver);
stopCrouching = false;
} else if(crouching){
speed = crouchSpeed;
return;
}
speed = normSpeed;
jumpSpeed = normJumpSpeed;
} function sprinting () { if(crouching){ crouching = false; //mainCamera.transform.position.y += crouchDeltaHeight; //weaponCamera.transform.position.y += crouchDeltaHeight; this.GetComponent(CharacterController).height += crouchDeltaHeight; this.GetComponent(CharacterController).center += Vector3(0,crouchDeltaHeight/2, 0);
}
if(canSprint){
speed = sprintSpeed;
jumpSpeed = sprintJumpSpeed;
}
}
Answer by Socrates · May 15, 2011 at 10:15 AM
I would remove the three lines of code that set up the moveDirection from if(grounded){}. You'll want to leave the jump code in that if() or find another way to limit it or you could just keep adding altitude with a jump, even while in the air. The grounded value also looks to be used in other logic checks, so removing it could cause unintended consequences.
function FixedUpdate() { // Recalculate moveDirection directly from axes moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed;
if (grounded) {
...
Answer by Mac 1 · May 15, 2011 at 04:03 PM
Okay, so I figured out how to use it with the "Character Motor". Just add the FPSInput Script too it as well. ah, I'm so stupid sometimes. Thanks to Socrates for helpful information. (But if DastardlyBanana sees this post this is something you might want to add).
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