So i'm using an event with a loop to carry out the jump, and it's working out fine, if the key is released the "player" drops to the ground, and all.
but the part i cannot get right, is making a loop or whatever event for a jump sustain max in order to kill it. i've tried with timer, with count, and with start and max variables.
obviously i'm doing something wrong and at a loss here.
basically my stripped down jump loop looks like this (without the particular collision, jump state and gravity checks.):
+ on Key down
+ For "Jump" 0 to 64
-> set Y to .Y - (256 * (TimeDelta / 64))
64 is something like my accuracy number
so what would be the loop to kill the jump, if say i only one the jump to last half a second and then have the player fall?
my reasoning was to have something more or less like this:
+ on Key down
-> set global('Jump_timer') = Timer + 500
+ For "Jump" 0 to 64
+ if global('Jump_enable') = 1
+ if global('Jump_timer') =/< Timer
?-> set global('Jump_enable') = 0
+ if global('Jump_enable') = 1
+ if global('Jump_timer') =/> Timer
?-> set Y to .Y - (256 * (TimeDelta / 64))
but i couldnt get it working,
help anyone?
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