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Question by tahcet · May 15, 2012 at 07:00 PM · sizestopdownexpandgradually

Launching character down, gradually expanding and freezing movement.

Okay, here is the deal. So far I am making a sidescroller game with a main character controlled by A and D (to move to the sides) and W to jump. If the player holds space, time slows down for a bit. I want to add a function though, where the player jumps (using W) and then is able to press S to launch to the ground (maybe making some fancy animation). When the player hits the ground a sphear looking like a bubble quickly but gradually expands from nothing and when it hits a decent size, it freezes all movement inside it (exept for the player). 5 seconds after everything should start moving again and the bubble gradually disapears (like the beginning just reversed). I know that this is alot but i thought it would be such an awesome mechanic and I have really tried to make it myself though i truly suck at scripting (got stuck at the launching down part).

This is the sript that I use to move the character and jump:

 var speed = 6.0;
 
 var jumpSpeed = 8.0;
 
 var gravity = 20.0;
 
  
 
 private var moveDirection = Vector3.zero;
 
 private var grounded : boolean = false;
 
 private var lastYSpeed : float = 0;
 
  
 
 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;
 
       }
 
       
 
       // On the ground
 
       lastYSpeed = 0;
 
    }
 
    else
 
    {
 
       // We are in the air, maintain lastYSpeed
 
       moveDirection = new Vector3(Input.GetAxis("Horizontal"), lastYSpeed, Input.GetAxis("Vertical"));
 
       moveDirection = transform.TransformDirection(moveDirection);
 
       
 
       // Remove speed factor from influencing Y value
 
       moveDirection.x *= speed;
 
       moveDirection.z *= speed;
 
    }
 
  
 
    // Apply gravity
 
    moveDirection.y -= gravity * Time.deltaTime;
 
    lastYSpeed = moveDirection.y;
 
    
 
    // Move the controller
 
    var controller : CharacterController = GetComponent(CharacterController);
 
    var flags = controller.Move(moveDirection * Time.deltaTime);
 
    grounded = (flags & CollisionFlags.CollidedBelow) != 0;
 
 }
 
  
 
 @script RequireComponent(CharacterController)




Thank you so much in advance! :)

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