Difference between revisions of "Movement:Double Jump"
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* The second jump must be triggered within 400ms of the previous jump's execution | * The second jump must be triggered within 400ms of the previous jump's execution | ||
− | * If, at the beginning of a regular jump, the player's Z velocity is '''u''' units per second, then the player's Z velocity should be | + | * If, at the beginning of a regular jump, the player's Z velocity is '''u''' units per second, then the player's Z velocity should be 1.5 * '''u''' per second when initiating a successful double jump. '''This is an initial value and will require tweaking.''' Discussion page for ideas / suggestions -- [[User:Defrag|Defrag]] |
Please note that doubling the Z ''velocity'' will '''not''' double the jump ''height'', as gravity affects the calculations. | Please note that doubling the Z ''velocity'' will '''not''' double the jump ''height'', as gravity affects the calculations. | ||
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==Applications== | ==Applications== | ||
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[[Category:Movement_Systems]] | [[Category:Movement_Systems]] | ||
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Latest revision as of 15:52, 31 December 2007
ContentThe double jump is a name given to a quick series of two jumps. Conditions
Please note that doubling the Z velocity will not double the jump height, as gravity affects the calculations. ApplicationsDouble jumps can be performed in a variety of ways. Some examples:
Example 1: Jump from the flat area below the shutdown2 ramp, then immediately jump into the ramp to trigger the double jump. Example 2: Jump onto a box top from the floor then jump immediately once more.
Example: Jump under the monkey_l pit ramp, hit the underside of it and then bounce back into the ground, jumping again when touching the ground. Do so in a way that one is no longer under the ramp when performing the second jump.
Example: Jump onto the shutdown 2 ramp room ladder, dismount and head towards the elevated switch exit, perform a second jump and bounce up to the elevated switch entrance.
Double jumps can not be triggered multiple times in a row to create cumulative effects. I.e. no triple or quadruple jumps. We may have to tinker with the order of trimp & double jump velocity being added depending on how effective this is. |