You SHOULD be able to just check if your player is on the ground but GS does not have perfect collision detection (trust me I've been pulling my hair out over it!) so you need to use a workaround.
Here's what I do. Create a boolean game attribute called game.jump and a second boolean called game.touchingGround.
Create a button actor with the rule: When touched is pressed -----change game.jump to true (1) OTHERWISE -----change game.jump to false (0)
In the jumping actor Rule When collides/overlaps with ground change game.TouchingGround to true (1) OTHERWISE change game.touchingGround to false (0)
Second Rule:
When game.TouchingGround is true ------Rule - when game.jump is true ----------Timer for .8 seconds (do NOT check the run to completion) --------------accelerate 90 to scene speed of 800
run to completion will make the actor jump the same height every time no matter how long you hold down your jump button. Unchecked means that if a person touches for .1 seconds the actor will jump a little bit and if the person touches for say .5 seconds the actor will jump higher.
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Here's what I do. Create a boolean game attribute called game.jump and a second boolean called game.touchingGround.
Create a button actor with the rule:
When touched is pressed
-----change game.jump to true (1)
OTHERWISE
-----change game.jump to false (0)
In the jumping actor
Rule
When collides/overlaps with ground
change game.TouchingGround to true (1)
OTHERWISE
change game.touchingGround to false (0)
Second Rule:
When game.TouchingGround is true
------Rule - when game.jump is true
----------Timer for .8 seconds (do NOT check the run to completion)
--------------accelerate 90 to scene speed of 800
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