How to make a proper JetPack?

filod

Member
i use `AddForce(m_CharacterLocomotion.Up * m_Force, 1, false, true);` but it's not work as i expected, because the GravityAmount is not constant, so this really confuse me.. why you even accumulate it in the air?
 
The Drive ability has an example of moving the character with the AbilityMotor:

Code:
            m_CharacterLocomotion.AbilityMotor = deltaPosition / ((m_CharacterLocomotion.UsingRootMotionPosition ? 1 : deltaTime) * m_CharacterLocomotion.TimeScale);
 
m_CharacterLocomotion.AbilityMotor = deltaPosition / ((m_CharacterLocomotion.UsingRootMotionPosition ? 1 : deltaTime) * m_CharacterLocomotion.TimeScale)
combine that with some altering of the upnormal and your set :) Example parachute/skydive in Ultimate Seating Controller that you could set some of the parameters get close to what you want with negative values and you could alter it super easy.
 
Top