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progamer

Realistic Jumping Script

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Thanks a lot for sending us the updated release :cool:

Release frontpaged on the Armaholic homepage.

===================================================

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!

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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 by pillpopper123

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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.

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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;

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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.

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I have code for climbing over a barbed wire fence and getting injured.

And don't forget where you got it from :)

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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 by Drow09

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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.

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Fixed issues with adding the script to missions like domination were it would overwrite existing event handlers.

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Guest

Thanks again for sending us the updated release mate :cool:

Release frontpaged on the Armaholic homepage.

===================================================

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!

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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 by Apocalypex

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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.

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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...

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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 by pillpopper123

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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...

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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.

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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...

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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.

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what about 'player setFatigue 0'?

Thank sir, but not found in jump.sqf :(

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Does the script work still? Or is it broken?

This is still working for us.

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