Thanks TSB (and congrats on the success of Zombie Drop!)
This works well, the only problem I'm having is capturing the highest point number (I'm using it as a score multiplier). When the actor jumps, and he starts falling it does capture the posY position, but continues to capture it as it falls.
Anyway I fixed this by making the rule: If SelfMotionLinearVelocityY < 0 and SelfMotionLinearVelocityY < -0.1
Change Game.HowHigh to SelfPosY
And that capture the highest point of the jump as the actor will always fall at a higher speed then -0.1, unless of course your physics are space based
Comments
This works well, the only problem I'm having is capturing the highest point number (I'm using it as a score multiplier). When the actor jumps, and he starts falling it does capture the posY position, but continues to capture it as it falls.
Anyway I fixed this by making the rule:
If SelfMotionLinearVelocityY < 0 and
SelfMotionLinearVelocityY < -0.1
Change Game.HowHigh to SelfPosY
And that capture the highest point of the jump as the actor will always fall at a higher speed then -0.1, unless of course your physics are space based
Thanks!