Thanks for the code snippet, John. The problem is that wait pauses
execution of the entire script, so while I'm in the air, I wouldn't be
able to move, shoot, or anything else.
On 1/6/2016 17:04, john wrote:
Note that in the below, wait means execute your timer.
if(key_pressed(KEY_J))
{
height=1;//in the air
play(jump);
wait(700);
height=0;//on the ground
play(land);
}
And now whenever it matters if the player is jumped, just check the height
variable.
--------------------------------------------------
From: "Gavin Grundlingh" <[email protected]>
Sent: Wednesday, January 06, 2016 9:54
To: "Gamers Discussion list" <[email protected]>
Subject: Re: [Audyssey] Making a Character Jump In BGT
Hi John,
Yes, I want to put the character back on the ground after the 700
milliseconds, but I don't know how to make that bit of code wait until
the jump timer is finished without using a second while loop, which will
break execution of the rest of my script.
On 1/6/2016 16:13, john wrote:
Are you putting the character back on the ground?
--------------------------------------------------
From: "Gavin Grundlingh" <[email protected]>
Sent: Wednesday, January 06, 2016 4:33
To: "Gamers Discussion list" <[email protected]>
Subject: [Audyssey] Making a Character Jump In BGT
Hi all,
I'm trying to make a character jump in BGT. I managed to make it stay in
the air for the specified amount of time, but I can't figure out how to
make it land after that time has elapsed. I'll paste a code fragment
below:
if (key_pressed (KEY_J))
{
if (Jumper.elapsed >= 700)
{
Jumper.restart ();
JumpSound.play ();
}
LandSound.play ();
}
I have a suspicion that I'm missing something stupidly logical to make
it work. Any feedback is appreciated.
Regards,
Gavin
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