electricpirate
Member
Botolf said:Abstractly, it might be accomplished by more complicated conditions to do with the buttons (I assume the system right now is a simple IsAAButtonPressed check). For reasons of having to exclude jumping and other things that would foul a simple automatic system (ie "is player not touching ground right now" check), you might be able to set up something like a IsAADepleting condition, which would enable the condition for jetpack kills to fire. Enable a IsPlayerTouchingGround condition after that point, and once it fires as true it'll disable the jetpack kill condition.
But yeah, the solution Bungie went for is basically the maximum yield for the least amount of effort. Attractive in the view of time and resources.
I'm not a coder, everything above is entirely speculative!
Right, in my ideal setup there would be a condition that trips when jetpack is engaged, then set back when the jetpacker hits the ground.