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Half life 1 long jump
Half life 1 long jump







half life 1 long jump

When you press the key start a timerproberty. so everytime it is over 200 the whole thing can happen. you need another timer that starts the same time as the sprinttimer but lets say you check it when it reaches 200. If you want a cooldown for the sprint it will be a little bit more complicated. as long as it is less than 100 the motinactuator will run with sprint speed.

half life 1 long jump

Now what is happening here? the pressed key gives the timer the value 0 and the timer runs. Now you need a probertysensor that checks if the timer is less than 100 (again your time)Ĭombine it with a and controller and a motionactuator with the force for extra speed What does the combination do? it sets the timer to 0 one time for the time of 100 tics and after 100 tics another pressed key will do the same but not before the time is over change it to your time)Īnd you need a probertyactuator that sets the timer to 0 or toggles it (same effect) Write into the expressionfield timer>100 (100 is the time the timer shall run. you can check the timer by using an expressioncontroller. You need a keyboardsensor like the jumpsensor. create a timer, name it sprint and set it to any value higher than the time you want sprint to happen. The timed sprint you can do with a timer gameproberty. combine the keyboardsensor and the raysensor with an AND controller which is the usual controller and you will have a working jumporama. if you dont want this to happen, you got to use a raysensor that checks if the player is at the ground or any object you gave the gameproberty ground. but you will still be able to press the key while in air and give it another jump. this gives you one sensoraction per pressed key.

  • No Long Jump Module model is found on dead survey team members found around Xen this is likely a developer's oversight.Īccording to an unused HEV Suit sound file ("powermove_overload.wav" in the folder "sound/fvox"), the Long Jump Module was to overload probably if the player was to use it several times in a row.If you want only one jump per key, activate tap and false level triggering, it is the second block with the three dots.
  • The model featured in the Half-Life: Day One files is a temporary one, the same as the early Battery model, only with red panes instead of blue.
  • The Long Jump Module model features the same back texture as the cut Oxygen Tank.
  • The same sound is also used in the ports of Half-Life.
  • In Opposing Force's CTF mode, a new sound was added to alert other players nearby.
  • In multiplayer mode, the jump distance is shorter than in singleplayer mode.
  • It is usable by crouching and jumping in short successions.
  • The Long Jump Module is first introduced in Half-Life in the Hazard Course and given to Gordon by a scientist at the end of the chapter Lambda Core, in a supply depot for their first Xen survey team.








  • Half life 1 long jump