#Need help with flying mechanic

1 messages · Page 1 of 1 (latest)

edgy pulsar
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First day trying out studio. Ive made games in the past with unity and eclipse engine before, but here i am

my problem is, Im using check systems for flying and fast flying mechanics..

So how it looks basically is, for instance, when I jump into flight mode its considered a doublejump, how my code reads that is as canDoubleJump, canDoubleJump can only be marked as true once first jump has been initiated, once i enact a freefall of any kind, a check for free fall checks as true, which in turn also checks, hasDoubleJumped as true

My problem is, I wanted to create the ability to descend and also freefall from any heigh whilst flying...
similar to how i have a normal fly speed and a fast fly.

Ive tried using a check system similar to canDoubleJump for a canSuperFall, and can only be checked as true when flying, once freefalling, it loops back into hasDoubleJumped in which it can be used for flying in midair since the sequence is a loop.
descend has no issue, but the only time freefalling does actually display properly, most times ends up breaking the flight movement altogether.

I can send the codes for movement ive been working on... Ive basically just been loading assets and diciphering it as i go along. I will say for a 1st day ive made quite some progress, but the movement has become such a roadblock now.

PS, for anyone thinking of getting on the project, its a competitive style Dragon Ball Team based fighting game....
I have quite alot of details to it, but ill spare yall from them until ive at least gotten the core mechanics taken care of

keen grail
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you can just use the humanoid.Falling signal to determine what happens when it is or isn't true

edgy pulsar