A GASP 5.4 Tutorial - How-To: Climb While Jumping/Falling (A Quick & Dirty Setup)

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  • Опубліковано 17 лис 2024

КОМЕНТАРІ • 14

  • @shonburke7600
    @shonburke7600 Місяць тому +1

    Thank you for sharing this. I was wanting to add a way to ledge climb. I also noticed that if you shorting the Out Range to 175 the GASP feels tighter in movement in a good way. So you get the benefit of not grabbing ledges miles away when trying to ledge climb from a jump, and a tighter feeling parkour on grounded.

    • @sylvernes9837
      @sylvernes9837  Місяць тому +2

      I had set mine to around 150 after I did the video, but I just felt off when doing it because of how the normal traverse was affected lol So, I'll probably make another video for this to help people set up another pure function to have specific Out Ranges for InAir Ledge Grabs rather than reusing the one already provided by GASP.

    • @shonburke7600
      @shonburke7600 Місяць тому +1

      @@sylvernes9837 Yea it would be very cool to figure out a way to make the ledge grab its on mechanic with its own Ranges. If your able to figure out how to get that working that would be awesome!

  • @deathtaek
    @deathtaek Місяць тому +2

    please can you do an interaction animation with gasp?

    • @sylvernes9837
      @sylvernes9837  Місяць тому +1

      I certainly can! But could you clarify what you are looking for exactly? I ask this because I'm still at the newbie stage with a lot of things (as I've said in some of my vids lol) but could look at doing some basic interaction stuff. I also want to do interaction stuff in GASP.
      So, if it's basic stuff, I can look at how to do that this weekend and make a video or two.

    • @deathtaek
      @deathtaek Місяць тому +1

      @@sylvernes9837 Like opening door or chest using Gasp

    • @sylvernes9837
      @sylvernes9837  Місяць тому

      @@deathtaek That, I can totally look into 👍

    • @lilposi
      @lilposi Місяць тому

      i second this

    • @sylvernes9837
      @sylvernes9837  Місяць тому

      @@lilposi Already did and it's ready for you whenever you're ready ;)

  • @Tenchinu
    @Tenchinu Місяць тому

    sry if I'm not getting it, but since the speed is measuring

    • @sylvernes9837
      @sylvernes9837  Місяць тому

      That is almost correct! With the check I made in the video, as long as the Z-Velocity is less than 100, even if it is an initial jump, it will still allow you to mantle. Z-Velocity above 100 won't let you mantle because then the condition would be false. This a trick I saw in Cobra Code's 2D tutorial for changing flipbooks where you get the Z-Velocity of your character movement. When using the "IsFalling" pure function provided by Unreal Engine, that strictly gets us in the air regardless of Z-Velocity as it's doing more complex mathematical operations within the pure function.
      So, when getting Z-Velocity from our character movement, whenever we "jump" into the air, we generate a positive Z-Velocity. Then, when we "fall", it goes from being the highest possible Z-Velocity number (can be found in CharBP Character Movement) back down to 0, then into the negatives the further we fall.
      So, if we want to grab ledges to mantle while "falling", or on an initial jump, then having a branch check for a Z-Velocity value that's less than 100, 200 or even 300 would only allow us to mantle if that condition is true. If we change the branch condition check to "IsFalling", then any time we are in the air, even if it is an initial jump, we can mantle.
      So, in this case, I'm trying to keep some form balanced mantling interactions using the Z-Velocity check until I can figure out a better system.

    • @Tenchinu
      @Tenchinu Місяць тому

      @@sylvernes9837 i... kinda think I get it. The explanation on the vid is rly good, so ill keep it until you update with another in in the future with the better system.
      Im only asking cause, if the character were to fly upwards of glide down, it this system almost seems to force a mantle if you speed is low enough, and that might not be what you want to do automatically. Still, since is performing a vault, it means you need to provide input... so at least Vaulting at low speed on fall is still under your control :)

    • @sylvernes9837
      @sylvernes9837  Місяць тому

      That's why it's a quick and dirty setup ;) lol
      But I do get what you are thinking. In order for this implementation to work, you still have to press the Jump button, which will then do a check to see if the player is on the ground. Since we would not be on the ground during the initial "IsMovingOnGround" check, that's when it does the next check for the Z-Velocity < 100, then check to see if the LevelBlock_Traversable is 75-350(or whatever #) units ahead of the player.
      So, it won't necessarily do the traversal automatically. Think about it like this in a sense...We would still need to kind of spam the jump button for the trace distance part to kick in and then do the mantle so long as our Z-Velocity is < 100.
      To actually grab the ledge on jump button press when "truly falling", you can change the "less than" check to 0, so that way no part of the initial jumping upward allows you to mantle. So, only then, when you are "truly falling" will you be able to grab the LevelBlock_Traversable.
      What I would recommend doing is setting up a Z-Velocity Print String Check on the Event Tick to find at what Z-Velocity point you would truly prefer to be able to mantle while falling when pressing the SpaceBar...at least until I find a better, simpler solution lol

    • @Tenchinu
      @Tenchinu Місяць тому

      @@sylvernes9837 would def give it a try!
      ill implement it now, but since were still doing the anim blueprint, ill have to adjust it when we start implementing the anims. Or, when the vaulting and the other jumps begin to react.
      thnk u as always :)