Character Jump Script

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Transcript

Welcome back everyone in this video, we will make our characters default jump a little bit more interesting by adding some sound effects and some visual effects. We will be modifying our characters jump script and this will be done within our BP players. So make sure you've got him or her opened up, I guess I'd say her for us using our Countess character and find where you have your bit of jump script because we're going to be needing that in a little bit. Again, I have mine in a separate tab that I called move set, and I created this graph right over here created a new graph for move set. Yours may be still existing in the Event Graph if you did not move it and that's fine. Just an organizational type thing.

Okay, so the first thing we are going to do here is I'm going to delete out this input touch. I don't care about having touch inputs in this game. This is just going to serve to clutter my glasses. My graph. So bam, that is gone. Next thing I'm going to do is come over to the My Blueprint panel and we are going to create a brand new function and that is done right over here, left hand side, click on this plus function button.

It's going to prompt you for a name and I'm going to call this jump up effects. And you notice that when I created that function, it jumped me to a new tab, it opened up a new tab where we can define what happens with this function. Well, I'm going to make two things happen in here I'm going to spawn a sound or rather play a sound and spawn an emitter. So off of this output pin right here, I'm going to drag a wire, we're going to do a play a sound, 2d, in the sound that I want to play is going to be called. I'm just gonna click right here to bring on a little menu here. Countess underscore efforts.

And you've got several options here and the one specifically that I was looking for is Countess effort underscore jump. I've got two different versions here. And honestly, I'm not sure if there is a difference between the two. Although I can see this one shows a duration of zero. This one shows a duration of point eight, so you probably don't want duration of zero. So I'm going to go with that.

And I'm also going to click this little drop down arrow right here to expose some more parameters. And I'm going to set my volume multiplier to be 0.5. So essentially half the volume because I don't want this to be too overwhelming. Okay, so that's all well and good. The next thing I want to do is drag a wire off of here, keep the flow of execution going. And we're going to do spawn emitter attached And firstly we need to define which emitter that we would like to have.

This is going to be some, I guess you'd call it dust particles trailing from our meshes feet. So if I click right here, I'm going to do a search for p underscore Sentinel. Sentinel leap. I believe it's this launch trail. Let me consult my notes and it is the launch trail. And this particular one, if I hover over it, it'll show me that the path for this is in the Infinity Blade effects.

So again, you don't have to add the exact same emitters that I am, but I think this one works pretty well. Now I do need to define where we would like to attach this to what's going to be the component that we're going to attach this emitter to. Well, we created this jump VFX spawn point earlier, a component that we added to our BP player. Let's drag a reference of this into our graph. We can simply plug this in our attach to component input. One more thing I'm going to do here is adjust my scale, I'm going to go point five in the x, y and z because not point 05, but point five in the x, the y and the Z because it was a little bit bigger than I liked in my testing, obviously fiddle with that as you see fit.

And everything else here is looking. Okay, so with this function created, I'm going to jump back to my moveset tab where I have all my jumping script. And here we go. After we jump, I not only want the character to jump, but I want to play the jump effects. So this function that we just created is going to handle the playing of the sound and the emitting of the particle. How about we give that a try quickly.

So let's Compile and Save and play And you hear the the counters making a little exertion sound as well as some dust kind of trailing behind our character's feet, which is pretty cool. But you'll notice a little bit of a flaw if you further test this and I'm going to expose it right now I'm just going to spam the jump button. The character is grunting non stop, because you can just keep pressing the jump button and even though she'll jump only once, these effects are going to play again and again. So how do you fix that? Well, there is a simple safety check that we can do in here. I'm just gonna expand out our comment box here.

Give us a little bit more space. gonna move these guys over to the side. I'm gonna put in a little bit of script right here. If you bring in your character movement component from your lists of components. We can drag a wire off of this. And we can do a search for something called is falling.

And off of this we can get a return value true or false is our character falling or not. And if we drag off of this and bring in a branch, we can then hook up our script like so that when we press the jump, we're going to come into this branch and we're going to ask is our character falling and only if the character is not falling? Are we going to jump and thusly and more importantly, in this case, play the jump effects. So let's give this a try. Compile and Save. One more time.

Simple enough. Now let me spam that jump button If I can even get to the edge here. Let's drop off the edge you can see no trailing particles or sounds or anything because our character is falling. Alright guys, that is going to do it for this one we have shaped up our character jumping script. We will see you guys in the next video.

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