Using move instead of accelerate (jump problem)

I'm making a simple platform type of game, I'm having a problem with sliding, I set the friction and drag, and it works ok but I want to avoid any sliding at all. I tried using move and it worked great but when my actor jumps and moves at the same time he flys in the direction Im pressing, I want to use the move behavior because it eliminates sliding and moves quickly instead of taking its time. Basically is there any way to use the move function and jump with out sliding through the air?
Comments
that's slightly more processor intensive then it needs to be but without knowing why he is sliding...? try firstly just changing linear x motion to 0 when he jumps...(im worried that this wont have an affect if your actor moves in the direction of the finger and player keeps his finger on screen while jumping)..in which case you can set the actor to follow only when he isnt jumping..but in any case a little more detail would be required for an alternative solution for me at least...
i thought move cancels out all other velocities like you said?.
OKOK i think i just realised - you have the move behavior assigned to player going right/left? but you are using something else for the jump?
move behavior - that actually overrides other movement attributes which could be why its not cancelling when you jump. try setting the jump with a move as well or if not, try setting an extra condition for the move sideaways attribute such as: when jump/button for jump pressed is false
My jump is set up like so:
When (all) conditions are valid:
Attribute- self.Motion.Linear Velocity.Y... => 0
Attribute- self.Ground... is true
Attribute- game.TriggerJump... is true
Change Attribute: self.Motion.Linear Velocity.Y... To: 1000
Otherwise:
Change Attribute: game.TriggerJump... To: fasle
Still cant get it to work properly.