Okay what I am trying do is add a bit of coding to the think function that would basically differentiate between a quick press and a long press. That way I can still have a bunny hop, but if I hold down the jump key then it sets the gravity to .25 until i let go, when i let off the key it will then use some sort of two or three second counter that keeps it at .25 before it resets the gravity back to 1. That way I have a little bit of a buffer zone between the two settings. Is that possible? This is what I have now which enables the bunny hop.
[CODE]ITEM.Name = 'Jump Pack'
ITEM.Price = 50000
ITEM.Model = 'models/xqm/jetengine.mdl'
ITEM.Bone = 'ValveBiped.Bip01_Spine2'
ITEM.EffectEnabled = true
ITEM.SoundEnabled = false
ITEM.VelocityMultiplier = 10
function ITEM:OnEquip(ply, modifications)
ply:PS_AddClientsideModel(self.ID)
end
function ITEM:OnHolster(ply)
ply:PS_RemoveClientsideModel(self.ID)
ply:SetGravity(1)
end
function ITEM:ModifyClientsideModel(ply, model, pos, ang)
model:SetModelScale(0.5, 0)
pos = pos + (ang:Right() * 7) + (ang:Forward() * 6)
return model, pos, ang
end
function ITEM:Think(ply, modifications)
if SERVER then
if ply:KeyDown(IN_JUMP) then
ply:SetGravity(0.25)
else ply:SetGravity(1)
end
end
end[/CODE]
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