Double Jump - Land Script

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Transcript

Welcome back everyone in the last video we made it so that when our character interacts with our double jump skill dice here, that our character can actually double jump. Now there were some imperfections, some flaws with our double jump yet, but we're gonna start fixing them starting with this video. In this video, our goal is to reset our jump count variable our variable upon landing. And also to make us our player can quote unquote stick the landing briefly before being allowed to move. So we're going to be working inside of our BP player here, come to this directory to find your BP player double click on her to open her up. And we were inside of our move set tab here.

That's where we had our jumping script that we were working on last video, as well as our landing script. And this is where we're going to be doing work. In this video. If you don't remember that moves that tab we can access right over here in our graphs tab. Now, we did all this bit of script on the land in a previous video, we need to extend this out a little bit more to account for our double jump, it's gonna be pretty simple. On our event land, we want to come to the very end of our existing scripts here right after we are doing this playing dynamic force feedback.

And all we need to do here is bring in our jump count, drag and drop that in, we want to set it and we want to make it hooked up like so. And we just want to set our jump count to zero. Essentially, we're saying once we have landed, we want to set our jump count back to zero. That's literally all you need to do for this one, but I wanted to make it optional to have our characters stick the landing as well. So in order to To make your characters stick the landing instead of moving immediately upon landing, you would add this bit of script. So we're going to bring in our character movement component.

And off of this I'm going to drag out a wire. And there is a node called disable movement that is contextual to our character movement component. Let's wire this in like so. So we're saying upon landing, we're going to disable our character's movement momentarily. Then I'm simply going to drag off of here, type in de les. And apparently I can't spell delay.

In this is how long you want to delay your character for before allowing them to move again how long they're going to stick that landing for. I actually like this default duration here, but you can fiddle with this to make your character stick more or less. Then I'm gonna drag out of my existing case. Movement component that I already have in here. And I'm going to type in set movement mode, character movement set movement mode. And if you set your new movement mode after this delay to be walking, that'll make it so that you can move your character again.

That's kind of important right? Now what I'm gonna do is I'm gonna left click and drag around the set of nodes hit the C key, and I'm just gonna call this optional. Makes character makes character. So stick landing before being allowed to move again. Okay, I'm just gonna compile here and save. I'm gonna choose jump on in I'm gonna interact with our double jump here just because I can.

Yes, I got the double jump. So jump Jumping double jump stick, you see that short stick before she was allowed to move again, jump stick right now just to show you this if I was to set my duration here to be say one second this is not gonna look great clicking play if I jump and now I move, jump and I'm still holding to the right. So fiddle with that value to make your character stick the landing I found point two seconds to be lovely. With that we can Compile and Save. guys that's all we want to accomplish in this one. We will see you in the next one.

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