![]() For example, if you use boostXYZ(200, 0, 0), when you enter the trigger, it will add 200 to your X velocity. ![]() What it means is, instead of overriding you current speed like with the bounce function, it will add velocity to your current speed. ![]() In short, this function does the same as the first one, but you can't really choose the bounce speed, it depends on the player (you'll probably won't use it that much, but I'm sure some of you will find it some use).īoostXYZ The last one is the additive version of bounceXYZ(). To specify which direction you want the player to bounce, you have to put the speed muliplier you want for the right direction, as the function parameter ( relBounceXYZ(0, 0, 0) will do nothing, relBounceXYZ(0, 0, 3) will bounce up 3 tmes your previous Z speed). This is why you don't bounce when you walk on it in the test map, you have 0 Z speed, so the script will give you a speed of -0 Z(still 0 tho). If you enter relBounceXYZ(0, 0, 1.5), you will bounce up with 1.5 times your speed, if you enter relBounceXYZ(0, 0, 2), you will bounce up with 2 times your speed. So if he hits it with a Z speed of -400 (falling player), he will bounce with a Z speed of 400. RelBounceXYZ The second one will make the player bounce relative to his speed while hitting the trigger.įor example, relBounceXYZ(0, 0, 1) will make the player bounce up with the opposite speed of the one he had while entering the trigger.
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