Well yeah, because that’s horizontal acceleration designed to make you go further, not higher. If you somehow got a jumping start before jumping, you wouldn’t go any farther forward, right? Gims don’t have ability to propel themselves higher by getting a running start since they’re just hardcoded that way, I think. In real life it’s slightly different.
Ooh yeah I forgot to account for horizontal acceleration. I’m not sure if the slowest double jump still covers more distance than the fastest singular jump. Who knows.
That’s true.
And hard.
I think maybe finding the values Gimkit uses for its horizontal accelration modifier would be helpful, right? So we can mimic that and use it in caclulations?
Yeah but also, I’m testing something and it seems to be working so let’s focus on like a “sterile” environment and then account for everything else, I guess.
You can make a loop. Basically set a property for the loop. When your looping set loop = true. When your done set loop = false. I did this for this code below. When the first if is true, it bypasses all the beginning code before the loop. Saves me a ton of memory.
Use coordinate device to find the velocity and acceleration in the y direction, and then check if the y accel changes from something g negative to the double jump acceleration, which is determined by testing.