hereami Posted September 15, 2019 Share Posted September 15, 2019 (edited) While there's too much focus on the velocity funcs, as they could be real cool, if worked simple and predictable, but still GetGraphVariableInt(bInJumpState / isJumping) do work stable, although for constant effect conditions have an unpleasant latency, but all such conditions do. If tested at the moment of casting, should be reliable enough, i think, as that's an asynchronous event and should catch exact state. PS. Now it makes me discouraged. I remember, that times ago used velocityZ to detect peak altitude of ragdolled (pushed) npc, but now i can't make it work, that's weird. Edited September 16, 2019 by hereami Link to comment Share on other sites More sharing options...
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