Is it possible to give the special Variable self.IsFalling a higher update-priority ?
So that the system checks more often if the Pawn has landed.
At the moment, I did not find a way to play a landing Animation in time.
There is always a gap of nearly a whole second.
Or maybe it is possible to check the Distance to the ground structure via a new Script-Variable. At the moment it is already possible to check for the Texture under the Pawn, but for the Distance...?
self.IsFalling Priority
It happens in a single looping Low Level Order with 6 Lines.
I never had use for the self.ThinkTime, cos most of the time the scripts are already tending to be slow. Which can be seen in Movements and Rotations.
Maybe for a controler script, with extremely low priority, I guess I would use self.ThinkTime.
I never had use for the self.ThinkTime, cos most of the time the scripts are already tending to be slow. Which can be seen in Movements and Rotations.
Maybe for a controler script, with extremely low priority, I guess I would use self.ThinkTime.
I had difficulting getting smooth results with self.IsFalling as well. But I think the problem is not how often the command is updated, but rather what is considered "falling" or not. Try placing a - if(self.IsFalling) = do whatever - command in your character's walk cycle, you'll find the pawn "falling" when you'd thought it was touching the ground.
For me it works perfectly. I've set self.ThinkTime = 0 so it will check every frame if it has landed. And please let me know if I'm wrong, but I think if you want to be sure of these things, you should have a "self.ThinkTime = ..." line in every lowlevel order.
Another solution: there is a command that checks for the collision distance between the pawn (or a bone of the pawn??) and a specified point. So you could check if the distance between the pawn and a point directly downwards of him is less than X texels.
Another solution: there is a command that checks for the collision distance between the pawn (or a bone of the pawn??) and a specified point. So you could check if the distance between the pawn and a point directly downwards of him is less than X texels.
Pain is only psychological.