PC Jump Behavior

Iglerich

New member
Since version 1.2 there is a change in the jump behavior (at least I noticed it here for the first time). When I have parkour skill up, I jump significantly higher. So far so good.

But in previous versions it was the case that I could only jump up one square when crouching. That was good for jumping through a window, for example. Now it's almost impossible to make a decent jump through a window, because now you also jump the full height from a crouch. 

In general, it would be nice if the jump height depended on how long the jump button was pressed. 
People who suffer from epilepsy in particular may not be able to play with the build because they are constantly bumping their heads. (Epilepsy is not only triggered by flashing images)

I think it would be worth considering reworking the character controller at this point.

 
You don't jump up more than one block while crouched because of a change in the game, you jump up more than one block while crouched because you read the magazine that makes it so your jump height when crouched isn't decreased and you have parkour.

But yes, it would be nice to be able to control the height of your jump (the coming version of Undead Legacy mod apparently replaces the jump height from parkour with a double jump, which would be an interesting, if unrealistic, change for vanilla.)

 
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@Vaeliorin Well, does it really matter if it´s unrealistic or not if you can double jump with  enough materials to build a huge house, a huge car, a motorcycle and a gyrocopter in your backpack while being chased by undead cops that spit acid and explode when they are about die?

I think this is well within range for things that can be unrealistic in the game.

I also like that idea.

 
I thought total of potential jump height was tied to how long you held down the jump button. ie: a quick press isn't full height. If not that is a pretty common way to implement a jump action. Not sure why that isn't the case here.

 
I thought total of potential jump height was tied to how long you held down the jump button. ie: a quick press isn't full height. If not that is a pretty common way to implement a jump action. Not sure why that isn't the case here.
No, it doesn't in this game.  Yes, it should.  :)

And for the OP, as mentioned, there is a book you read that will cause this when crouched.  It can be annoying at some windows when you use parkour.  I deal with it all the time.  If you don't want to deal with it, there are the options of either not using parkour or else breaking the one block frame/decoration above the window.  It is only that one block that sticks out from the window that is the problem when jumping into windows while using parkour.  And in most cases, it's wood, so can be quickly broken.

 
And in most cases, it's wood, so can be quickly broken.
Relatively easy to break, but I'd say learning to jump those is much better; that way it won't mess up your escape. The key to jumping those is to not jump up "through the window", but to collide with the outer edge of the deco, above the window. Aim like you're trying to hit the wall above the window, you'll come to a stop at the deco and then you can "walk forwards" midair to land on the window beneath it.

 
Oh... this is really stupid with that book... didn't mentioned it in years xD

Hope they read this and create a proper jump controller. 

 
Relatively easy to break, but I'd say learning to jump those is much better; that way it won't mess up your escape. The key to jumping those is to not jump up "through the window", but to collide with the outer edge of the deco, above the window. Aim like you're trying to hit the wall above the window, you'll come to a stop at the deco and then you can "walk forwards" midair to land on the window beneath it.
True, though there are some places where you are on a ledge and so can't easily do that.

 
@Vaeliorin Well, does it really matter if it´s unrealistic or not if you can double jump with  enough materials to build a huge house, a huge car, a motorcycle and a gyrocopter in your backpack while being chased by undead cops that spit acid and explode when they are about die?

I think this is well within range for things that can be unrealistic in the game.

I also like that idea.
I didn't say it was bad, I think it's a good idea as well.  Just that it's unrealistic, and some people seem to have a problem with that (I'm not one of them.)

 
They might be able to add the property for the throw
or drawing the bow. It's basically a delayed timer that
allows the variable to go from 0 to 100%.

If a person invests in parkour and has book 4 then it could
either be a full jump, or they can fill the bar to whichever
amount they want, for a partial jump.

 
They might be able to add the property for the throw
or drawing the bow. It's basically a delayed timer that
allows the variable to go from 0 to 100%.

If a person invests in parkour and has book 4 then it could
either be a full jump, or they can fill the bar to whichever
amount they want, for a partial jump.


I'm not sure that would go over very well unless I could charge it while also running.  If I had to stand still to do it then... no thank you.

 
I'm not sure that would go over very well unless I could charge it while also running.  If I had to stand still to do it then... no thank you.
If it's done in a balanced way there should be no need to charge while running. A quick tap or just short hold for max 0,5 seconds will be more than enough. If it's roughly same timed as the bow it will not work.

 
I initially meant it as a crouch jump when parkour
is high and a player only needs it to jump in a window.

There is a adjustable timer on how fast it can fill.

When running it could possibly be engaged like the tap/hold
sprint/run. To allow for a leap. As long as the gravity arc
or flytime used for arrows were added. The supporting animation

for the two block high stumble might also make it visual.

Other than that I just thought of it a bunny hop to stealth
jump into a window.

 
I suppose a modifier key to "jump normally" would also be a possible partial solution (like holding down CTRL or something).

 
I suppose a modifier key to "jump normally" would also be a possible partial solution (like holding down CTRL or something).
This. I use parkour all the time but navigating through a POI properly for example on the outer edge of Higashi and trying to jump back in through a widow opening with a vast fall beneath you can be hazardous with parkour if not handled delicately. Simply adding a modifier key is such a simple and straightforward solution imo. :)

 
The easiest implementation to me is to remove vertical velocity once the spacebar is no longer pressed. Ie. You decelerate and fall.

 
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