Script: To make Garrett jump higher. - by Flux
Flux on 28/11/2008 at 18:01
So ShadowSneaker asked me about this script:
When I'm frobbed by player
Set JumpHeight to -200 on linked objects of PLAYER.
It's an easy script, after frobbing that object, Garrett will have the ability to jump much higher, play with other values rather than -200 and enjoy.
Before speculating, changing player properties on the fly during the game is possible. However, as you can imagine, I've already tried to change player's physics properties, like turning him into ghost or giving him more mass pound to sink him down or tried changing gravity (yes, still for swimmable water hack.:p ) but it didn't have any affect.
Still though, there might be interesting experiments out of this, this "set action script" which is found under Properties, can be useful. There are tons of properties which can be changed there, of most I've no idea about what they mean/function for. (I.e what the hell AdjacentLinkXYFudgeDistance or Pageturn animation means anyway?:p )
ShadowSneaker on 28/11/2008 at 18:08
Awesome. Thanks Flux. Could you change the action to "When player starts map" so he has that ability straight away?
How were you trying to turn him into a ghost? I made an invisibility potion recently and hoped you could use the invisibility stimulus to hide Garrett's body while in water, but there is a sound that plays when you are invisible so it will not be that simple to perfect it.
Thanks,
SS
Flux on 28/11/2008 at 18:25
Yes, you can set that for when the map starts, put that in player start, I don't see a reason why it shouldn't work.
Check for everything under this list of set action property. This list contains the properties of everything in the game. Player, ai, weapon, menus, every object etc...Some work, some don't...You know, you can change the properties of a light during the game but I don't think you can change the properties of a weapon during game, but who knows...it all comes down to experimenting.
By turning him into ghost; there was this set initial havok state property that I wanted to change for the player, but it didn't work.
Within that list, you'll see all the properties of ai is also there, there are myriad number of possibilities to mess with.
ShadowSneaker on 28/11/2008 at 20:29
It worked, I tried it. I also looked into reducing the damage received by falling too far (MaxFall something...) but it had no effect.
I did find out that you can make Garrett transparent, except for his eyes, teeth and bags/pouches. That would be better for swimming than the invisibility stimulus. In first person all you can see is the pouch if you look to the side.
SS
Beleg Cúthalion on 28/11/2008 at 21:42
I've changed the Collision Radius (--> Collision) for my raiding guards while trying to make them stop after running into each other and at least it made them overlap. :p I don't know what happens if you set it to zero for the player (I guess it just means your collision is a mere spot); switching off physics could result in something like falling into the floor etc.
ShadowSneaker on 29/11/2008 at 21:27
I've run into a problem with this already. I increased the jumping height and gave Garrett climbing gloves. When I jumped at a wall with a climbable texture on Garrett would float for a few seconds infront of the wall before making contact with it. With some walls the delay is longer than others but it is really annoying no matter how long he floats in mid air for.
I don't know why or how to fix it, it only happens with climbable walls and lowering the jumping height (I tried a few values between -100 and -200) has not worked.
I think I will have to choose between higher jumping and wall climbing.
SS
Beleg Cúthalion on 29/11/2008 at 22:24
You're really gonna give us Spider Taff, aren't you? :p
ShadowSneaker on 30/11/2008 at 01:26
Heheh, well right now it looks like that won't be possible. I tried using the gloves without the jump script and it still does the floating glitch thing. Maybe it's a bug in T3Ed, like not being able to see through Garrett's night vision, that will sort itself out once the ibt file is cooked. I never had this problem in the OM's.
I didn't want to make him amazingly acrobatic, just able to jump a bit higher.
I haven't tried it yet but I suspect that increasing the distance he can fall from is done by altering the vulnerability. Like changing the fall stimulus to a lower value.
SS
Flux on 1/12/2008 at 19:36
I have this floating glitch problem in game, in original missions, in some fms, including mine, with gloves on or off, while playing via editor or main game. It happens from time to time, when I jump for several times in a row. (So I hate missions where I have to jump on a crate several times.)
I don't know what's causing it.
Judith on 1/12/2008 at 20:08
I've encountered this too. The only option is to jump down (if possible) or to draw a bow and then cancel action - this will force Garrett to perform animation. That's why I always have one spare arrow in my inventory ;)