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.
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.
Torque 3D Owner Viren Thambidorai
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;
};