AspireMint reports: Command to toggle high jumping ... #6649
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Reference: your-land/bugtracker#6649
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AspireMint reports a bug:
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We specifically made it that werewolves don't hit themselves anymore when jumping and I'd like to keep it that way.
What's the reason behind this request?
it sounds like the request is to toggle between super-jump and "normal" jump with a command. when building, it can be annoying to jump more than 2 nodes high. werewolves are meant to be inconvenient in some ways, including for building - they're meant to be a bonus for certain kinds of combat, and a detriment for most other things.
my ideal solution to this problem is to make jumping not an all-or-nothing effect - if you tap the jump button, jump a small amount. if you hold it down, jump the full amount. maybe 1 or 2 levels in between. old mario games had this sort of effect. but that's a client (engine) change.
Can we detect "double jump" ? Like when someone presses the space bar two times in quick succession?
not reliably, particularly when lag. all we can check is whether a player is holding down a button during a server step, and network lag means that's always somewhat out of sync.
one thing we could play with is that instead of getting a fixed jump-power boost, instead gravity is decreased while the player is holding down the jump key. but i think that'd make things even more annoying, as the extra height might not work at all when there's a lot of lag.