Game Development Community

Player Jerks after jumping

by Viren Thambidorai · in Torque Developer Network · 08/11/2007 (1:24 pm) · 1 replies

Hi All,
I have a problem in my player. I am doing a demo where my player acts as an AiPlayer too. coz my player would be pulled by a vehicle. So i update the players position using setmovedestination. But sometimes while doing stunt performance like jumping in the air and then landing the player seems to be halting for a while.

I have scaled down my player wrt the torque character, would this be a problem by any ways.
My player moves at very high speed as he would be pulled by the train.

I am making the player jump by using applyimpulsewithmagnitude,The projectile seems to be perfectly fine, but while landing my player seems like he's coming to a halt and then picks up the speed again. I have tried all possible ways to fix this problem but was not successful.... Can anyone help me out with this...
This is really urgent.

#1
08/11/2007 (1:24 pm)
The Datablock for my player is: Is there any changes i need to do here......

datablock PlayerData( PlayerBody )
{
renderFirstPerson = false;
emap = true;
className = Armor;
//shapeFile = "~/data/shapes/player/player.dts";
//shapeFile = "~/data/shapes/Stealing_Player/player.dts";
shapeFile = "~/data/shapes/aryan_nmb/player.dts";
//cameraMaxDist = 3;
cameraMaxDist = 2;
computeCRC = true;

canObserve = true;
cmdCategory = "Clients";

cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;

debrisShapeName = "~/data/shapes/aryan_nmb/debris_player.dts";
debris = playerDebris;

aiAvoidThis = true;

minLookAngle = -1.4;
maxLookAngle = 1.4;
maxFreelookAngle = 3.0;

mass = 50;
drag = 0.3;
maxdrag = 0.4;
density = 10;
maxDamage = 100;
maxEnergy = 60;
repairRate = 0.33;
energyPerDamagePoint = 75.0;

rechargeRate = 0.256;

runForce = 48 * 90;
runEnergyDrain = 0;
minRunEnergy = 0;
//maxForwardSpeed = 20;
maxForwardSpeed = 60;
maxBackwardSpeed = 13;
maxSideSpeed = 13;

maxUnderwaterForwardSpeed = 8.4;
maxUnderwaterBackwardSpeed = 7.8;
maxUnderwaterSideSpeed = 7.8;

jumpForce = 8.3 * 90;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 15;


recoverDelay = 9;
recoverRunForceScale = 1.2;

minImpactSpeed = 100;
speedDamageScale = 0;

boundingBox = "1.2 1.2 2.3";
pickupRadius = 0.75;

// Damage location details
boxNormalHeadPercentage = 0.83;
boxNormalTorsoPercentage = 0.49;
boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1;

// Foot Prints
decalData = PlayerFootprint;
decalOffset = 0.0;

footPuffEmitter = LEmitter;
footPuffNumParts = 30;
footPuffRadius = 0.25;

dustEmitter = LiftoffDustEmitter;
dustHeight = 1;
triggerDustHeight = 5;

splash = PlayerSplashEmitter;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 0.4;
splashEmitter[0] = PlayerFoamDropletsEmitter;
splashEmitter[1] = PlayerFoamEmitter;
splashEmitter[2] = PlayerBubbleEmitter;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0;

// Controls over slope of runnable/jumpable surfaces
runSurfaceAngle = 70;
jumpSurfaceAngle = 80;

minJumpSpeed = 10;
//maxJumpSpeed = 30;
maxJumpSpeed = 70;

horizMaxSpeed = 68;
horizResistSpeed = 33;
horizResistFactor = 0.35;

upMaxSpeed = 80;
upResistSpeed = 25;
upResistFactor = 0.3;

footstepSplashHeight = 0.35;

//NOTE: some sounds commented out until wav's are available

groundImpactMinSpeed = 90.0;
groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8;
groundImpactShakeFalloff = 10.0;


observeParameters = "0.5 4.5 4.5";

// Allowable Inventory Items
maxInv[BulletAmmo] = 20;
maxInv[HealthKit] = 1;
maxInv[RifleAmmo] = 100;
maxInv[CrossbowAmmo] = 50;
maxInv[Crossbow] = 1;
maxInv[Rifle] = 1;
shadowDTSShadow = true;

maxInv[mountedImage] = 10;
maxInv[mountedImageAmmo] = 50;


maxInv[LaserImage] = 1;
maxInv[LaserImageAmmo] = 50;

};