Guest Posted July 31, 2013 Thanks a lot for sending us the updated release :cool: Release frontpaged on the Armaholic homepage. Realistic Jumping/Running Vault Script [bETA] v0.3 =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
pillpopper123 10 Posted July 31, 2013 (edited) Way to go ProGamer, I will try it as soon as I switch the PC on, thank's for listening... :-) Now to get BI to set it as default. :-) Work's perfect, now time to sort out the climbing wall's script from Bad Benson, or could you do something like that? lol. Edited July 31, 2013 by pillpopper123 Share this post Link to post Share on other sites
progamer 14 Posted July 31, 2013 Way to go ProGamer, I will try it as soon as I switch the PC on, thank's for listening... :-)Now to get BI to set it as default. :-) Work's perfect, now time to sort out the climbing wall's script from Bad Benson, or could you do something like that? lol. I have code for climbing over a barbed wire fence and getting injured. Share this post Link to post Share on other sites
Coding 12 Posted July 31, 2013 I am very happy about this script but please indent your code normal... if (player getvariable["key",true] and (_this select 1) == 57) exitwith {player setvariable["key",false]; [_key_delay] spawn {sleep (_this select 0);player setvariable["key",true]; };_r}; if ((_this select 1) == 57 and speed player >8) then { those lines are independent but it looks like line 2 is dependent on line 1... maybe you also want to define a variable for the activationkey in your script? Would be nice!!! _activationKey = 57; Share this post Link to post Share on other sites
Ed! 13 Posted July 31, 2013 I am very happy about this script but please indent your code normal... if (player getvariable["key",true] and (_this select 1) == 57) exitwith {player setvariable["key",false]; [_key_delay] spawn {sleep (_this select 0);player setvariable["key",true]; };_r}; if ((_this select 1) == 57 and speed player >8) then { those lines are independent but it looks like line 2 is dependent on line 1... maybe you also want to define a variable for the activationkey in your script? Would be nice!!! _activationKey = 57; Or even better. A dialog that asks you to press the button you would like to use for jump. Share this post Link to post Share on other sites
zooloo75 834 Posted July 31, 2013 I have code for climbing over a barbed wire fence and getting injured. And don't forget where you got it from :) Share this post Link to post Share on other sites
ColeMinor 0 Posted July 31, 2013 (edited) great script! I was showing my bro last night since im putting it in a mission im working on, and he said how could you jump so high with a huge pack filled with missles!!?? So I was glad to see you made this update, however I think with no load you should have a mid height jump, and when fully loaded have a small hop etc. but looks like when he has no load at all he is jumping very high, like Olympian high, maybe a bit less would be better. Sorry if someone already said this I just saw the new video on armaholic and thought id give my 2 cents. Great advance tho, I think it adds a new dimension to the game that was missing. We all worry about cod kids jumping around obviously but I think the ability to jump something small (when you're under fire and looking for cover) is necessary. Good work! Edited August 1, 2013 by Drow09 Share this post Link to post Share on other sites
progamer 14 Posted August 1, 2013 great script! I was showing my bro last night since im putting it in a mission im working on, and he said how could you jump so high with a huge pack filled with missles!!?? So I was glad to see you made this update, however I think with no load you should have a mid height jump, and when fully loaded have a small hop etc. but looks like when he has no load at all he is jumping very high, like Olympian high, maybe a bit less would be better. Sorry if someone already said this I just saw the new video on armaholic and thought id give my 2 cents. Great advance tho, I think it adds a new dimension to the game that was missing. We all worry about cod kids jumping around obviously but I think the ability to jump something small (when you're under fire and looking for cover) is necessary. Good work! When you have full gear and a rocket launcher, its more of a running vault over something like a concrete barrier. Share this post Link to post Share on other sites
progamer 14 Posted August 1, 2013 Fixed issues with adding the script to missions like domination were it would overwrite existing event handlers. Share this post Link to post Share on other sites
Guest Posted August 1, 2013 Thanks again for sending us the updated release mate :cool: Release frontpaged on the Armaholic homepage. Realistic Jumping/Running Vault Script [bETA] v0.4 =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
unidad2pete 10 Posted August 3, 2013 10 / 10 thanks!! Share this post Link to post Share on other sites
apocalypex 13 Posted August 8, 2013 (edited) I tweaked your animation function so it was more responsive for pistol and launcher users since having to change back to your pistol/launcher after each jump is annoying. Great script, saved me from writing it for the project I'm working on. fn_Animation = { private ["_unit", "_anim", "_weap"]; _unit = _this select 0; _anim = _this select 1; _weap = primaryWeapon _unit;//remember weapon _unit switchMove _anim;// PLAY ANIMATION JUMP if(currentWeapon _unit != _weap) then{ //smoothen out the transition for pistol and launcher users _unit removeWeapon _weap; sleep 0.6; _unit switchMove ""; _unit addweapon _weap; }; }; Edited August 8, 2013 by Apocalypex Share this post Link to post Share on other sites
aeroson 8 Posted August 11, 2013 Nice script, this should be part of arma itself D: In [[player,"AovrPercMrunSrasWrflDf"],"fn_Animation",nil,false] spawn BIS_fnc_MP; Documentation isn't very clear about the nil target, also nil is usually being overwritten by nil=execVM. Might be better to use true instead. Like this [[player,"AovrPercMrunSrasWrflDf"],"fn_Animation",true,false] spawn BIS_fnc_MP; Here quite better formated (untested) version + fn_Animation from above post. Share this post Link to post Share on other sites
Coding 12 Posted August 12, 2013 Bugreport: If you run fast onto an object like a rowingboat and jump you will do an unrealistic high/far jump. Once today i managed to do a ~20m jump and killed myself (nothing in inventory). I dont know if its the scripts fault or the animation... Share this post Link to post Share on other sites
pillpopper123 10 Posted August 15, 2013 (edited) Can anyone else confirm that after the new dev patch today, fn_animation is gone and it kills you when you jump ? NM it was something I copied over wrong... :) Edited August 15, 2013 by pillpopper123 Share this post Link to post Share on other sites
Coding 12 Posted August 17, 2013 The jump of death... presented by Coding & ProGamer I of my detected bug. If you dont like HungerGames mute the sound ;)The bug is reproceable but not very often... Share this post Link to post Share on other sites
progamer 14 Posted August 17, 2013 The jump of death...presented by Coding & ProGamer I of my detected bug. If you dont like HungerGames mute the sound ;)The bug is reproceable but not very often... I've been on vacation for a while so I haven't been able to update it, when I get back I will update it! ---------- Post added at 21:56 ---------- Previous post was at 21:54 ---------- I tweaked your animation function so it was more responsive for pistol and launcher users since having to change back to your pistol/launcher after each jump is annoying.Great script, saved me from writing it for the project I'm working on. fn_Animation = { private ["_unit", "_anim", "_weap"]; _unit = _this select 0; _anim = _this select 1; _weap = primaryWeapon _unit;//remember weapon _unit switchMove _anim;// PLAY ANIMATION JUMP if(currentWeapon _unit != _weap) then{ //smoothen out the transition for pistol and launcher users _unit removeWeapon _weap; sleep 0.6; _unit switchMove ""; _unit addweapon _weap; }; }; I'll try this out when I get back from vacation! ---------- Post added at 21:57 ---------- Previous post was at 21:56 ---------- Bugreport:If you run fast onto an object like a rowingboat and jump you will do an unrealistic high/far jump. Once today i managed to do a ~20m jump and killed myself (nothing in inventory). I dont know if its the scripts fault or the animation... Odd, I will have to get to the bottom of what causes this. ---------- Post added at 21:58 ---------- Previous post was at 21:57 ---------- The jump of death...presented by Coding & ProGamer I of my detected bug. If you dont like HungerGames mute the sound ;)The bug is reproceable but not very often... Seems physx related, you used the boat as a ramp. Share this post Link to post Share on other sites
Coding 12 Posted August 18, 2013 Seems physx related, you used the boat as a ramp. That's correct. I already thought it could be related to the engine but I hoped not to be because I think you would fix it faster as BIS does... Share this post Link to post Share on other sites
mk-l 10 Posted October 16, 2013 Hello, I am looking for a trick to remove fatigue during a jump. Someone would have an idea of ​​changing the script to do ? A updates is scheduled for version 1.02 ? Thank you for your work ProGamer. Share this post Link to post Share on other sites
mantls 2 Posted October 16, 2013 what about 'player setFatigue 0'? Share this post Link to post Share on other sites
mk-l 10 Posted October 18, 2013 what about 'player setFatigue 0'? Thank sir, but not found in jump.sqf :( Share this post Link to post Share on other sites
progamer 14 Posted November 3, 2013 Does the script work still? Or is it broken? Share this post Link to post Share on other sites
whitemike 10 Posted November 5, 2013 Does the script work still? Or is it broken? This is still working for us. Share this post Link to post Share on other sites
jw custom 56 Posted November 5, 2013 It works beautifully :cool: Share this post Link to post Share on other sites
AttentionHorse 2 Posted November 10, 2013 Is it possible to use this script as a mod? It would be really great to use it in every mission. Share this post Link to post Share on other sites