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 Jetpack Energy 
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Joined: Sat Nov 02, 2013 5:13 pm
Posts: 3
Post Jetpack Energy
I was wondering how do I increase the jetpack energy
And remove Skiing

Sat Nov 02, 2013 5:19 pm

Joined: Thu Apr 25, 2013 10:16 am
Posts: 143
Post Re: Jetpack Energy
hey, although the very notion of removing skiing is the greatest blasphemy I can imagine and I'd enjoy staking and burning you... I'm sure Ignorance will help you out with this once he gets back - which should be somewhere in the next two weeks.

Greth, much like Lilith, was one of Gods first children. He was subsequently banished from the garden of eden because he kept complaining about the lack of radial symmetry in the heightmap concept of the garden. The placement of the tree of wisdom was also lacking in strategic importance. All historical records featuring Greth, including Bible passages have been expunged since the early 12th century.

Mon Nov 04, 2013 1:07 pm

Joined: Sat Nov 02, 2013 5:13 pm
Posts: 3
Post Re: Jetpack Energy
another question is how to really change the controls?

Wed Nov 06, 2013 12:13 am

Joined: Wed Nov 06, 2013 11:33 am
Posts: 3
Post Re: Jetpack Energy
the whole game is about skiing so you can't remove it , it's like removing beer from a bar

Wed Nov 06, 2013 1:17 pm
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Joined: Fri Mar 02, 2012 11:57 pm
Posts: 780
Location: San Francisco, CA
Post Re: Jetpack Energy
You can remove skiing by changing some bool variables in the FFPawn class.


These are the current movement flag variables. Overspeed refers to the current ski method, set both overspeed variables to false if you want to completely disable skiing. If you only want to disable player initiated skiing and still passive sliding, just set false bCanOverspeedSki.

Jetpack energy can be manipulated in a few ways, all found in FFPawn. First, everything pulls from a common energy pool at the moment, simply upping the energy pool will increase jet energy. Second, you could alter the buildup and dissipation rates(the recommended method). For free fall I've setup energy like heat buildup and dissipation; jets build up "heat" and the pack dissipates; both happen at the same time.
//= Engergy Variables ===========================
  //= Jetpack Energy ============================

fHeatDissipationRate is the passive energy dissipation rate.
fJetpackHeatAccumPerSecond is the buildup rate.
Combine the two to get the actual accumulation rate; fJetpackHeatAccumPerSecond - fHeatDissipationRate = Actual Accumulation Rate; in this case 286 per second.
fMaxJetAccumHeat is the upper limit for jet "heat" accumulation and dividing it by the Actual Accumulation Rate will give you the burn time; 1000 / 286 = ~3.5 seconds burn.
Upping fMaxJetAccumHeat will allow for longer burns until it's larger than fMaxAccumHeat.
fMaxAccumHeat is the global energy cap for the player.

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Wed Nov 06, 2013 4:46 pm

Joined: Sat Nov 02, 2013 5:13 pm
Posts: 3
Post Re: Jetpack Energy
Sweet thanks

Wed Nov 06, 2013 9:07 pm
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Joined: Sun Mar 11, 2012 5:28 am
Posts: 71
Post Re: Jetpack Energy
The port to Unity makes this pretty easy. Go to the Hierarchy, find Player, expand it and select Physics. Then under Inspector expand Free Fall Controller (Script)



Sat Mar 29, 2014 3:00 am
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