Sweetgebus Posted November 26, 2023 Posted November 26, 2023 Hello, I'm attempting to learn lua script and have been battling what I'm sure is a simple issue. I have my cube"Player" that I have made to be able to jump via key press. With the current logic, I can continue to press the key and the player will never hit the ground. I would like to be able to double jump and then wait for x amount of seconds before doing it again. I was looking into "Wait" but I'm not having luck with it either. Quote
IceBurger Posted November 26, 2023 Posted November 26, 2023 Although I am on my phone and cannot provide any code snippets, I would recommend making a Boolean that is set to false when the player is touching the ground and true when the player jumps. Two of those booleans would allow a double jump (if one is set to true only when the other is true). Quote i now hate love C++ Beeeeeeeeeeeeeep~~This is a test of the emergency signature system~~Beeeeeeeeeeeeeep RX 6800XT | i5-13600KF | 32GB DDR5 | 1440p is perfect
Josh Posted November 26, 2023 Posted November 26, 2023 You need this: https://www.ultraengine.com/learn/Entity_GetAirborne Quote Let's build cool stuff and have fun.
Sweetgebus Posted November 26, 2023 Author Posted November 26, 2023 3 hours ago, Josh said: You need this: https://www.ultraengine.com/learn/Entity_GetAirborne is this specific to ultraengine? or is the same for leadwerks 4.6? Quote
reepblue Posted November 26, 2023 Posted November 26, 2023 Just now, Sweetgebus said: is this specific to ultraengine? or is the same for leadwerks 4.6? Should be the same. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon!
Sweetgebus Posted November 26, 2023 Author Posted November 26, 2023 Just now, Sweetgebus said: is this specific to ultraengine? or is the same for leadwerks 4.6? function Script:UpdatePhysics() self.entity:AddForce(0,0,-.5) if window:KeyHit(Key.Space) then self.entity:AddForce(0,10,0,true) end end Quote
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