Mod JumpControl with double jump

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CryptoSeven
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Mod JumpControl with double jump

Post by CryptoSeven » Mon Aug 20, 2012 4:44 pm

I've created a mod that changes some of the jumping mechanics. A double jump has been added and controlling the character while airborne has a much greater effect. I've also tinkered with some other details.



The goal has been to keep faithful to the game while introducing some new interesting features. Jumps has around the same max distance and height as regular build, though if you add the double jump this of course increases. But the real difference is in the way you can turn in mid-air, jump around corners and fine tune your landing. The core is still in there though. I found myself making a lot fewer annoying mistakes but landing tricky jumps requires skill. Momentum and acceleration has to be considered while the precise timing and line up isn't as important.

If you want to try the mod in action any map will work of course, but check out Black Stone for a map primarily designed for this mod.

Bonus Video:

Bunny arrives at the front gate of Sin City. A once vibrant city now faded by filth where even sunshine feels a bit unpleasant. Most people stay indoors, and for good reason, as the corrupt city rulers soon will find out.




Place file in Wolfire/Data/Scripts. Backup old file first.

If you want to take a closer look all changes to the code are preceded by

Code: Select all

//MOD AirControl

This should be most recent update.
Attachments
JumpControlMod.zip
(3.98 KiB) Downloaded 255 times
Last edited by CryptoSeven on Fri Sep 07, 2012 10:40 am, edited 17 times in total.

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Constance
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Re: Mod JumpControl with double jump

Post by Constance » Mon Aug 20, 2012 6:48 pm

Nice mod, reminds me of basic platformers. With this mod, there could be twice as many more parkour obstacles. Also, be sure to just put aircontrols.as in a .zip and put it in the attachment box, like this.
Attachments
doublejump.zip
example
(3.53 KiB) Downloaded 101 times

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Constance
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Re: Mod JumpControl with double jump

Post by Constance » Mon Aug 20, 2012 8:15 pm

Okay, I played it with the mod. Every single parkour map was either broken or extremely awkward. The only maps that would be compatible with this would be maps specific for this mod.

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CryptoSeven
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Re: Mod JumpControl with double jump

Post by CryptoSeven » Mon Aug 20, 2012 9:25 pm

How do you mean broken? As in possible to take unintended shortcuts or unplayable?
I've found some challenge jumping maps too easy but parkour maps have all worked great. Maybe we play in different ways. I like to find my own routes and it has worked really well with this mod.

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Anton
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Re: Mod JumpControl with double jump

Post by Anton » Tue Aug 21, 2012 9:04 am

I think this mod is a lot of fun, but I agree it makes a lot of parkour maps difficult. I think one of the reasons (especially on things like suspension/2 and levels with the hex tube) is when you have to chain together a lot of wall jumps, it's easy to accidentally double jump, instead of wall jump, which then slows down your speed, and you start to miss your intended destination. Of course, people made those kinds of levels to really match the current aircontrol settings, so everything was carefully placed to jump continuously.

I do like the mod though! And great first contribution! Can't wait to see what else you come up with! I've been having more fun with it on normal levels, and enjoy the extra set of freedom to climb. At times I feel like I have too much control while in the air, and I end up shooting off the tops of platforms, but it's just so much fun... :)

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CryptoSeven
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Re: Mod JumpControl with double jump

Post by CryptoSeven » Tue Aug 21, 2012 11:18 am

Thanks for the input. I think I understand what might cause the difficulty to wall jump back and forth in tight spots. Since the mod allows you greater control in the air I had to increase the velocity after a flip to hinder players from flipping the same wall repeatedly. The extra velocity seems to make you bounce off if the walls are too close.

The good news is I found another way to fix this. I added a timer after wall flipping, so for a certain time your air control is the same as without the mod. From my testing this fixes the problem and should mimic the same mechanic as in regular build. At least on the levels I tried tight wall to wall jumping now works exactly like regularly.

Tell me if anything still feels dodgy.
Attachments
JumpControlMod.zip
(3.7 KiB) Downloaded 96 times

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CryptoSeven
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Re: Mod JumpControl with double jump

Post by CryptoSeven » Tue Aug 21, 2012 4:57 pm

After playing map suspended2 I realized mod behaves differently for very large jumps. Regular mechanics basically has no upper velocity cap so you will slowly accelerate to infinity. Since the mod allows for much more control while jumping I had to have an upper cap for velocity. Now I have made this cap a bit loose in the sense it's still there but when you reach it your air control decreases to regular levels.

Edit: Increased sideway control during high speeds. You can't get extra speed boost this way but you can more easily correct your jump and even curve jump around large obstacles quite effectively.
Attachments
JumpControlMod.zip
(3.78 KiB) Downloaded 106 times

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CryptoSeven
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Re: Mod JumpControl with double jump

Post by CryptoSeven » Mon Sep 03, 2012 1:17 pm

- I found a fix for that bug where you sometimes can't regain wall contact. Might be something to add to aircontrols.as even if you don't want the mod. Find method

Code: Select all

 void LostWallContact()
and add line

Code: Select all

has_hit_wall = false;
- Added ability to jump from ledges thanks to NMcCoy.

- Also some tweaks to air handling and the double jump is now more powerful at the apex of the jump and can be used effectively to save you from dying from a high fall.
Attachments
JumpControlMod.zip
(3.98 KiB) Downloaded 106 times

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Constance
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Re: Mod JumpControl with double jump

Post by Constance » Mon Sep 03, 2012 1:29 pm

CryptoSeven wrote:- I found a fix for that bug where you sometimes can't regain wall contact. Might be something to add to aircontrols.as even if you don't want the mod. Find method

Code: Select all

 void LostWallContact()
and add line

Code: Select all

has_hit_wall = false;
- Added ability to jump from ledges thanks to NMcCoy.

- Also some tweaks to air handling and the double jump is now more powerful at the apex of the jump and can be used effectively to save you from dying from a high fall.
So is it supposed to look like this?

Code: Select all

void LostWallContact() {has_hit_wall = false;

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CryptoSeven
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Re: Mod JumpControl with double jump

Post by CryptoSeven » Mon Sep 03, 2012 1:42 pm

The new line should be placed within the if clause, like this:

Code: Select all

    void LostWallContact() {
        if(hit_wall){		
            hit_wall = false;
            this_mo.SetRotationFromFacing(wall_run_facing);
			   //MOD Jumpcontrol - Fixed bug with wall run recognition
			   has_hit_wall = false;	
        }
    }

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Constance
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Re: Mod JumpControl with double jump

Post by Constance » Mon Sep 03, 2012 1:48 pm

CryptoSeven wrote:The new line should be placed within the if clause, like this:

Code: Select all

    void LostWallContact() {
        if(hit_wall){		
            hit_wall = false;
            this_mo.SetRotationFromFacing(wall_run_facing);
			   //MOD Jumpcontrol - Fixed bug with wall run recognition
			   has_hit_wall = false;	
        }
    }
thanks

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FakeMelon2013
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Re: Mod JumpControl with double jump

Post by FakeMelon2013 » Thu May 02, 2013 4:49 am

Hey everybody I was trying to install the Jump Control Mod. I followed the directions and downloaded the file, and moved it into my scripts. I replaced the aircontrols.as, and when I try to open a map to test it out, it comes up with an error that says there is a problem with the enemycontrol.as I am not sure what to do. I am sure it is something that I did wrong, or did not do correctly. But if anybody could offer some help that would be fantastic!

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Anton
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Re: Mod JumpControl with double jump

Post by Anton » Thu May 02, 2013 6:36 am

FakeMelon2013 wrote:Hey everybody I was trying to install the Jump Control Mod. I followed the directions and downloaded the file, and moved it into my scripts. I replaced the aircontrols.as, and when I try to open a map to test it out, it comes up with an error that says there is a problem with the enemycontrol.as I am not sure what to do. I am sure it is something that I did wrong, or did not do correctly. But if anybody could offer some help that would be fantastic!
This mod is currently out of date, so incompatible with the latest version of the game. Script mods, like this one, will only work with the version of the game they were created for. I think the flight mod uses many of the same mechanics as this one, like the double jump, and has been updated for a198.

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FakeMelon2013
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Re: Mod JumpControl with double jump

Post by FakeMelon2013 » Thu May 02, 2013 12:56 pm

Ohh thanks for the information Anton! I will try out the flying mod. :D

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CryptoSeven
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Re: Mod JumpControl with double jump

Post by CryptoSeven » Fri May 03, 2013 7:44 am

Yeah this sort of evolved into the flying mod. The only thing missing there is double jump. Otherwise handles pretty much the same.

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