Smooth Jump Effect

TuskiniiMan

New Member
Reaction score
0
Hello, I need help! I need a smooth jump effect... I have this animations :
Trigger:
  • Jump Initialization
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Jump
    • Actions
      • Unit - Add Crow Form to Jumper
      • Unit - Remove Crow Form from Jumper
      • Animation - Change Jumper flying height to 380.00 at 250.00
      • Trigger - Turn on Moving in Air <gen>
      • Wait 0.75 seconds
      • Animation - Change Jumper flying height to 0.00 at 400.00


Trigger:
  • Moving in Air
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 8, do (Actions)
        • Loop - Actions
          • Unit - Move Jumper instantly to ((Position of Jumper) offset by 5.00 towards (Facing of Jumper) degrees), facing (Facing of Jumper) degrees
      • Wait 0.25 seconds
      • Trigger - Turn off (This trigger)


Now, I don't know... how to make the jump a smooth one
 

Idance

New Member
Reaction score
4
Things that will smooth your jump:

-Reducing periodic time (to 0:01 for example)
-Reducing the "towards" (3 for example)

Try both of 'em. But reducing towards reduces also the jump height, otherwise reducing periodic time increases your jump speed.
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Well, for the first... One thing that can (At least after a small amount of time) cause 'lag' is that this trigger alone will leak about 160 times each second...

You need to read up on how to prevent and remove leaks :D
 

SineCosine

I'm still looking for my Tangent
Reaction score
77
Wha-- ?
I meant that we need structs to make jumps smooth and nice looking.
 

Bogrim

y hello thar
Reaction score
154
you mean waits are not time precise and can be delayed?
Waits are almost always 0.10 to 0.30 seconds off, about 0.27 seconds in average. There is an in-depth explanation if you search the forum.

Countdown timers follow the game precisely. When you need different triggers to work together at the same time, use timers for perfect coordination.
 
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