Jumping problem with character

alejandro

30-04-2007 02:30:22

i have a character, but it jump very short ,
how can i make a big jump or control the height of the jump?

maybe i can change the nxogre class, in

void character::simulateJumping() {
mMovementVector.x = mJumpVector.x;
mMovementVector.y = 9.80665 * 0.75

and change the 0.75 , but , the class should have a variable for height

Second problem :
when the charater jump , and press Forward , he dont move forward , just up direction . how can i make a parabola .

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thnks

alejandro

07-05-2007 21:50:08

any help could be helful

i am fixing some thing in the library that i think could make a good jump , with a real character.

the next days i will publish.

betajaen

07-05-2007 21:54:07

Good job. You may want to have a look at the new character system in 0.9, it's incomplete but you may like it and of course, if it's possible your jump code can be put into it.

alejandro

07-05-2007 23:08:20

where can i donwload the character system in 0.9 .........maybe my problems are solved ?

how can i use the character reporter ??

and it is posible to use the Joints with a character ??

tnks

betajaen

07-05-2007 23:11:29

Top most sticky thread, it's almost the same as 0.6 but doesn't use blueprints and no joints.

alejandro

07-05-2007 23:34:27

my second problem is make a character ( monkey ) , to jump (up) and stick to a tree , and swing .

i thing the easy way was making a revolute joint , but the revolute joint takes a body * joint::createRevoluteJoint( body1, body2 ...

but THE CHARACTER dont have a body ... in the nxOgre 0.4

any ideas ???

betajaen

07-05-2007 23:41:35

It wouldn't work anyway, the character uses a NxActor which is kinematic; it doesn't respond to forces or momentum.

When the monkey is in the swing, you could quickly hide the character controller, and use a body instead, attach that to the swing via a joint, and swap back to the controller when the monkey has finished playing.