The jump itself is done by applying an upward velocity to the avatar. The
amount of velocity is a constant embedded in ScenePresenceAnimator.cs. The
height can be increased in BulletSim because the zeroing of this upward
force is suppressed for a few frames so the avatar does jump[1]. This code
is in BSActorAvatarMove.cs which has all the fiddling for flying, walking
up stairs, jumping and such avatar movement diddling.

The parameter [BulletSim]AvatarJumpFrames=4 can be increased to increase
the height of the jump. The default is 4 (about a third of a second). Try
10 and see how high you go.

== mb

[1] normally an avatar doesn't move up unless flying so, if not flying but
not colliding, normally upward force would be suppressed. Unless jumping.

On Thu, Jul 2, 2015 at 9:39 AM, Chris <mewtwo0...@gmail.com> wrote:

> Hello all,
>
> I am wanting tweak the jump height to be a bit higher than is default with
> BulletSim physics and was wondering if there is a configuration for it that
> affects gravity and/or jumping?
>
> Having searched through OpenSim.ini as well as OpenSimDefaults.ini; I
> can't seem to locate any relevant parameters to change to this effect.
>
> Thank you!
>
> --
> OpenSim: 10 Region Standalone on 0.8.1 Dev
> Physics: Open Dynamics Engine
> OS: Windows 7 (x64)
> CPU: AMD FX 8320 8-Core 3.5 GHz
> Memory: 16 GB DDR3
> Database: MySQL 5.1.63 (x64)
>
> _______________________________________________
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>
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