Difference between revisions of "Talk:Movement:Ramp Slide"

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I'm wondering whether we should try to detect when a player is on a ramp, and when they stop being in contact with the ramp's surface, test to see whether they're ducking.  If not, then reduce their speed to running speed.  This would retain the skill in timing a duck as the player exits the ramp, but without the annoying 'pop' effect you get in HL engine mods (TFC included).
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I'm wondering whether we should try to detect when a player is on a ramp, and when they stop being in contact with the ramp's surface, test to see whether they're ducking.  If not, then reduce their speed to running speed.  This would retain the skill in timing a duck as the player exits the ramp, but without the annoying 'pop' effect you get in HL engine mods (TFC included) that makes your character fly up in the air and come to a dead stop.

Latest revision as of 13:18, 15 February 2006

I'm wondering whether we should try to detect when a player is on a ramp, and when they stop being in contact with the ramp's surface, test to see whether they're ducking. If not, then reduce their speed to running speed. This would retain the skill in timing a duck as the player exits the ramp, but without the annoying 'pop' effect you get in HL engine mods (TFC included) that makes your character fly up in the air and come to a dead stop.