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BGE: Fix: Double jumps are not working with character motion actuator
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Authored by Thomas Szepe (hg1) on Apr 4 2015, 10:11 AM.

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Thomas Szepe (hg1) retitled this revision from to BGE: Fix: Double jumps are not working with character motion actuator.
Thomas Szepe (hg1) updated this object.

The better solution may be to only take the m_bitLocalFlag.CharacterJump branch if we are on a positive pulse.

Thomas Szepe (hg1) updated this object.
Thomas Szepe (hg1) edited edge metadata.

Moved OnGround() check into m_bitLocalFlag.CharacterJump branch.

If you can only jump again after the character has touched the ground, wouldn't this disallow multiple (e.g., double) jumps?

If you can only jump again after the character has touched the ground, wouldn't this disallow multiple (e.g., double) jumps?

No. The jump can be triggered if the character hit the round or the key is released. So can jump again if the character has touched the ground or has not reached the maximum amount of jumps.

Ah, I missed the "m_jump = false;" when we get a negative event.

@Thomas Szepe (hg1), can you attach a blend file that allows us to test this?

I always use the same test file in T36703

for character motion.

It should also fix the problem with T42708. But I don't have tested it yet.

It does not fix the problem with T42708. That is a Bullet bug, because Bullet reruns also true for OnGround() when the character hits the celling.

Thomas Szepe (hg1) edited edge metadata.

Changed m_jump to m_jumping.

Mitchell Stokes (moguri) edited edge metadata.
This revision is now accepted and ready to land.May 8 2015, 10:12 PM
This revision was automatically updated to reflect the committed changes.