Can you trigger double jump with a button other than 'X'?
Or remap the buttons at all. I'd like to have X trigger the initial jump then a separate button trigger the second one.
I tried wiring Square into the X input, but that did nothing.
If doing that isn't possible, I should move this to feedback. :)
While I'm here, I couldn't find it, but is there a default option to reverse "follow" to "flee" on the puppet? Seems like an oversight, if not.
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Scope into your puppet's microchip and then into the "Controller Logic" microchip. There you'll see a green controller sensor wired up to a purple puppet interface. The X button is wired into the jump command by default, but you should be able to switch that.
As far as changing for second jumps, I'm sure it's possible, but I don't feel confident enough in my logic skills to authoritatively says what's best. But the puppet interface has an output for "in the air". You could probably use an and gate to combine that output with your secondary jump button and plug that into the jump command as well. Combine the "on the ground" (or however it's worded) output with X, and plug that back into the jump input. Theoretically, one button should work on the ground, and the other in the air.
Theoretically.
Andy -
Andy's suggestion seems like it would work very well.
If you have trouble you could try build a custom double jump using the "in air" output Andy mentioned and a force applier.
Wire the button you want along with "in air" into an and gate. The output of this and gate goes to another and gate with the output of a counter. It should also be used to reset the counter so that double jump can only be used once per jump.
The counter can be set to 1 max and current counts. The counter is incremented via the "on ground" output from the puppet interface (counter goes high when the puppet lands).
The output of the second and gate goes to the force applier. You can specify a push force from underneath the puppet and use labels so the force only applies to the puppet.
You could add a custom pose or flip etc... with a keyframe. -
I have an idea for a simple way to set this up, which will probably work. Apologies if my input and output names are wrong, since I don't have the game open in front of me.
What you need to do is take the outputs of X and Square, and connect each of them to a node. The nodes should be set as both an input and an output (so they don't automatically have a wire going to one side of the microchip). Connect these 2 nodes into the 'jump' input for the puppet.
Now, I think the puppet has an output to indicate it's 'on the ground'. Take one wire from this and connect it into the power of the 'X' node. You'll have to open the tweak menu of the node to access its power input (it's at the bottom). Finally, take another wire from 'on the ground', connect it to a NOT gate, then take a wire from the NOT gate and connect it to the power for the 'Square' node. -
Thanks for all the responses!!
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