#“Cod Style” Tactical Sprint for Rooms 2
1 messages · Page 1 of 1 (latest)
You can check if the user has pressed the jump button in a certain amount of time and the On Local Player Sprint Button Input is executed when the jump button is pressed for the local player.
I could have a look at it tmrw tbf
That be good
It's definitely possible and probably easy enough
You know what chips I require to make it?
Not sure mate, I haven't looked much into the movement stuff of R2
on sprint input -> set a delay(0.3s) -> add 1 to int variable -> Check if the int variable is greater than 2. if it is set int variable back to -1 after the delay set the in variable to -1 aswell
hold up imma just send a pic in rr
There you have it lol
I think it doesnt work like that I will just make it in rrand send a screenshot
Okay so (btw I play RR on console), I have a weird issue with the Int numbers
Idk what’s going on with this or idk how I could fix this issue
Nothing wrong
Here’s a thing. So to test the system. First half of the video
I click my sprint button once
Which the number I get from the int is either just 0 or 2
So, when I do the double click, it does 4 and some other numbers
Which aren’t accurate to the amount time I click my sprint button
Don't use greater or equal
Recroom counts each sprint input down twice
Use greater than 2
Or you can just change the number of greater or equal to 3
Here I did use greater than
Ahh, okay okay
Hey. I managed to get my tactical sprint mechanic to function properly now. Though while this is still up, I need help with something which is the last movement based system I am gonna add. I need help on how I could make a roll system, that is determined where your steering direction (preferably front, back, left, and right). I already setup the main activation system “which it’s similar to how you activate your tac sprint but when you’re crouching”. I just need help with the vector and velocity logic to it + if I should use velocity add or velocity set?
You could use any but just go with velocity set for something like rolling
Im not sure as I have never done something like rolling but you can try to use Velocity set, make a delay and after the delay set velocity back to normal
I will try this out
may I ask what you mean by roll? Im assuming you want the player move torwards to the direction they are steering and not literally rolling
Yeah