I know that razac920 did it in his mod. I would like to know how. Help me please.
EDIT: Changing the jump height to 0 is not a solution. Units will "try" to jump and it will look ridiculous.
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ControlSpeed = "jump 0.03 0.03 0.35"

AQT wrote:You could try setting all of these values to 0.Code: Select all
ControlSpeed = "jump 0.03 0.03 0.35"
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ControlSpeed = "jump 0.0 0.0 0.0"Yes, I'm sure, I even tried to delete all lines in the combo file, and units just ran without attack and ... made jumps)The66Order66 wrote:Are you sure the issue is not with the combo file? You said you removed the dash attack but did you also remove the jump attack? Or do you want your units to be able to jump attack?


Odf from my custom side, yes, soldier odf here is:The66Order66 wrote:Are you using the ODF of the wampa as a basis? Or do you use a soldier ODF with the wampa combo?

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EnergyCostJump = 200.0 // energy cost to jump
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InputLock(0.15, "Sprint", "Crouch");
InputLock("Jump")

I already tried it, my lua have lineTeancum wrote:Add this to your wampa ODF
Can't remember if this affects the first jump, or double jumps, but it's worth a test.Code: Select all
EnergyCostJump = 200.0 // energy cost to jump
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EnergyCostJump = "9999"I also tried this using the settings from acklay's combo. This only works for humans, AI also jumping.Sporadia wrote:If you want to stop a melee unit from being able to jump, go in the combo file and put InputLock("Jump") in the IDLE state. It locks the jump button, even for the AI. It might be more robust to put InputLock("Jump") in the other states too, so that you can't jump mid attack etc. It probably isn't necessary though. Except maybe for if the RECOVER states need it.
I don't know how to do it by changing the odfs, if it even can be done or if jumping is just a natural ability of the Soldier class.
PS, the wampa combo file already has InputLock(0.15, "Sprint", ""Jump", "Crouch"); The 0.15 means it's temporary though (this number sets a frame duration). You want the jump to be locked for the whole state, so change it to:I just made a quick mod to test this and I couldn't jump as the wampa, so hopefully nothing else can either.Code: Select all
InputLock(0.15, "Sprint", "Crouch"); InputLock("Jump")

I've genuinely just come back to say nevermind, I tested it on the other team and saw wampas jumping but I guess you already know.correctmushroom2013 wrote: I also tried this using the settings from acklay's combo. This only works for humans, AI also jumping.


Sorry but...AnthonyBF2 wrote:JumpHeight = 0.0 should prevent them from jumping completely.
They still jump, just playing the animation, but to a height equal to 0correctmushroom2013 wrote:EDIT: Changing the jump height to 0 is not a solution. Units will "try" to jump and it will look ridiculous.


I guess how, the rancor's odf has line IsAcklay = 1. But if I use this line in my odf files, units just fall underground, because they don’t have a collision. And now... i guess know what the problem is.MileHighGuy wrote:I prevented the Rancor's jump in this
https://www.moddb.com/games/star-wars-b ... asset-pack
But I dont remember how exactly. I think I did what Teancum said. I'm sure you'll see it if the files if you download it.
So, how me add a custom collision? Anywhere have a tut?MileHighGuy wrote: So IsAcklay = 1 also makes it so the units don't jump around like maniacs, they don't roll, crouch, or sprint on their own. They still sprint when following you. This is totally fine by me and is in fact preferred. So you wont have to worry about having your dinosaur jumping all the time and rolling away from grenades.


I'm afraid I have to. If it is connected with .msh files, I have 11 of it. I work with custom side with 11 zombie troopers and other races.MileHighGuy wrote:Ok my bad you definitely don't need to go that far just to prevent jumping but if you want a Wampa with custom collision I already made one and included that in that download