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Thread: Possible to make a Jetpack mechanic? Preferable with PMO?

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    Clicker

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    Question Possible to make a Jetpack mechanic? Preferable with PMO?

    I wonder if its possible to make a Jetpack mechanic with the Platform Movement Object and how to do it? I am currently using the PMO for all my movements in my game, so I think it would be a bit to much work to rip that out completely and replace it with a custom movement if they are not possible to combine in some way..

    What I am thinking is like if the character can walk around and jump as usual with his PMO movements and if the player for example does a "duble jump" the jetpack kicks in and you can travel a bit with it until fuel runs out. Is this possible and how to do it? If someone have managed to do this and have an example I would be incredible grateful!

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    I think if you played around with the Y velocities and gravity you could achieve that. When you do a double jump, then change those values. Maybe even jump hold strength could work. Assuming you want to hold down a button to engage the jetpack, and disengage when you release.

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    You could use this example from Marv's site and tweak it a bit for a jetpack effect. http://www.castles-of-britain.com/mmf2examples.htm Click on the examples 1 tab and select G-H and go to "Hoover" example.

    John

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    Quote Originally Posted by TheSmanman View Post
    You could use this example from Marv's site and tweak it a bit for a jetpack effect. http://www.castles-of-britain.com/mmf2examples.htm Click on the examples 1 tab and select G-H and go to "Hoover" example.

    John
    Hmm, yes the Hoover is a bit like a Jetpack, but it behaves strange when you release the button, it starts to go straight down :/

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    I know what you mean,.but it's a start. I'm sure someone will chime in here with an example.

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    Wouldn't you drop straight down if "your" jet pack run out of fuel? LOL

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Quote Originally Posted by nivram View Post
    Wouldn't you drop straight down if "your" jet pack run out of fuel? LOL

    Marv
    Not if you have a bit of momentum going?

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    I have actually never used the PMO, but I know for a fact that this is not hard to achieve if you make your own custom movement. I would have made a "pullpower" variable that would work as gravity, and set Y coordinates to that. That means that if it's a plus value you go down, and if it's a negative value you go up. In that way you could make it so that you get momentum after using the jetpack by slowly adding to the "pullpower" value and your character drops faster and faster. Just a thought :P I am sure you can do something similar with PMO.

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    I'm doing something very similar with the engine I've made for my current game. I use PMO and when you hold jump, you start gliding through the air while falling. It's not that simple, so I can't just give you a file that you can copy&paste into your own engine. Maybe there is a better solution that uses less events, but I've never had any slow downs. Well, here is a basic overview how I do it:

    Event1
    -PMO is standing on ground (one time when looping)
    -->set <double jump flag> for player object off
    -->set PMO maximum Y velocity to (your standard value)
    -->set Player Fuel to (whatever how much fuel the player should have, example 200)

    Event2
    -player presses button
    -PMO is falling
    -player object double jump flag = off
    -->PMO: jump
    -->set <double jump flag> for player object on

    Event3
    -player presses button
    -PMO is jumping
    -player object double jump flag = off
    -->PMO: jump
    -->set <double jump flag> for player object on

    Event 4
    -player holds button down
    -player object double jump flag = on
    -PMO is falling
    -Player Fuel > 0
    -->PMO set maximum Y velocity to (half of what is your standard value)
    -->substract 1 from Player Fuel

    Event 5
    -PMO is falling
    -Player Fuel = 0
    -->set PMO maximum Y velocity to (your standard value)

    Now this is the basic thing to make a player glide and at the same time remove fuel from him. When fuel runs out, the gliding will stop. When you hit the ground, the fuel will be refilled. If you set the Y velocity to 0, it will stay at the same position in air. If you want him to fly up, you can tinker around with the current y velocity in Event 4.

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    Quote Originally Posted by Blue66 View Post
    I'm doing something very similar with the engine I've made for my current game. I use PMO and when you hold jump, you start gliding through the air while falling. It's not that simple, so I can't just give you a file that you can copy&paste into your own engine. Maybe there is a better solution that uses less events, but I've never had any slow downs. Well, here is a basic overview how I do it:

    Event1
    -PMO is standing on ground (one time when looping)
    -->set <double jump flag> for player object off
    -->set PMO maximum Y velocity to (your standard value)
    -->set Player Fuel to (whatever how much fuel the player should have, example 200)

    Event2
    -player presses button
    -PMO is falling
    -player object double jump flag = off
    -->PMO: jump
    -->set <double jump flag> for player object on

    Event3
    -player presses button
    -PMO is jumping
    -player object double jump flag = off
    -->PMO: jump
    -->set <double jump flag> for player object on

    Event 4
    -player holds button down
    -player object double jump flag = on
    -PMO is falling
    -Player Fuel > 0
    -->PMO set maximum Y velocity to (half of what is your standard value)
    -->substract 1 from Player Fuel

    Event 5
    -PMO is falling
    -Player Fuel = 0
    -->set PMO maximum Y velocity to (your standard value)

    Now this is the basic thing to make a player glide and at the same time remove fuel from him. When fuel runs out, the gliding will stop. When you hit the ground, the fuel will be refilled. If you set the Y velocity to 0, it will stay at the same position in air. If you want him to fly up, you can tinker around with the current y velocity in Event 4.
    Thanks for your post! I am a bit nooby still so I still have a hard time picturing code without seeing an example :/ Is it possible to upload an example of this? Just to look at and learn from? Thanks again

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