You know you can jump again in a peak of a jump, how can I make a mutator that lets you jump anytime in air (even when falling)? I've looked but couldn't find it.
if ( !bUpdating && CanDoubleJump()&& [b](Abs(Velocity.Z) < 100)[/b] && IsLocallyControlled() )
ModifyPlayer let's you modify the Pawn, after it is spawned, so no, you couldn't use it to change the player's Pawn class.SharQueDo said:How can I implent it within a mutator? Modifypawn or something?
..or maybe you aren't implementing it in a complete mod (I suspect you aren't).SharQueDo said:Maybe I'm implenting it in a complete mod. Just wondering how to do it. And what's the difference between Pawn and xPawn? Which one's DoJump() should be modified? And what would I want to modify?
[SAS]Solid Snake said:You do not want to use a custom pawn in a mutator.