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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