more tweaks
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@@ -11,7 +11,7 @@ config_version=5
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[application]
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config/name="First Person Test"
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run/main_scene="res://scenes/enemy_working_scene.tscn"
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run/main_scene="res://scenes/test_level_2v2.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/icon="res://icon.svg"
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File diff suppressed because one or more lines are too long
@@ -1541,7 +1541,7 @@ transform = Transform3D(0.932771, 0, 0.360469, 0, 1, 0, -0.360469, 0, 0.932771,
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transform = Transform3D(0.932771, 0, 0.360469, 0, 1, 0, -0.360469, 0, 0.932771, -12.336, 19.7579, 63.691)
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[node name="LadderCollisionCheck2" parent="." instance=ExtResource("32_hbde8")]
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transform = Transform3D(0.932771, 0, 0.360469, 0, 3.032, 0, -0.360469, 0, 0.932771, -12.2379, 0.433904, 64.0249)
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transform = Transform3D(0.932771, 0, 0.360469, 0, 2.38054, 0, -0.360469, 0, 0.932771, -12.2379, 0.0302308, 64.0249)
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[node name="RATS" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.06322, 0.386584, 38.0795)
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@@ -1612,4 +1612,4 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.93409, 5.69926, 1.22332)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.35692, 7.15345, 5.33085)
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[node name="HoustonDowntown" parent="." instance=ExtResource("44_xigrv")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -13.2553, 0)
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transform = Transform3D(0.82101, 0, 0.570914, 0, 1, 0, -0.570914, 0, 0.82101, -276.08, -12.1342, -44.1584)
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@@ -232,7 +232,7 @@ func _physics_process(delta):
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weapon_dip_pos += JUMP_WEAPON_DIP
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crouched = false
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elif wall_jump():
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velocity += Vector3(velocity.x * 5,10,velocity.z * 5)
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velocity += Vector3(velocity.x * 5,12,velocity.z * 5)
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elif double_jump == true and !is_climbing:
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velocity.y += JUMP_VELOCITY
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double_jump = false
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@@ -308,10 +308,9 @@ func _physics_process(delta):
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velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5)
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## Wall Running
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if wall_ray_1.is_colliding() or wall_ray_2.is_colliding():
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if abs(Vector2(velocity.x,velocity.y)) >= Vector2(5.0,5.0):
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if abs(Vector2(velocity.x,velocity.z)) >= Vector2(5.0,5.0):
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velocity.y = clamp(velocity.y,-1,abs(velocity.y))
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#velocity.x += -velocity.x * .01 * delta
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#velocity.z += -velocity.z * .01 * delta
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air_dash = 1
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# Head bob
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t_bob += delta * velocity.length() * float(is_on_floor())
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