

Based on the examples given I treated it as no combat application- not necessarily no other application.
It's not just an animation. You need to ignore the fact that the player is *IN THE AIR*. In other words, you need the server or your client to lie about the player's location.Animation filters are easy to do, even junkshop MMOs have animation filters.
Anyway, one thing i'm really tired of is the argument of how easy or hard something is to implement. Unless you've made your own game yourself and you've done these things yourself, you can not comment on how hard or easy <insert feature here> is to implement.
Last edited by Alhanelem; 06-13-2012 at 02:34 AM.

If it's implemented "Just for the people that want to jump." and "Will have no application in game play." then there's no reason your character would actually be leaving the ground at which point well we've already got that emote now it'll just be on a button.Based on the examples given I treated it as no combat application- not necessarily no other application.
It's not just an animation. You need to ignore the fact that the player is *IN THE AIR*. In other words, you need the server or your client to lie about the player's location.
Anyway, one thing i'm really tired of is the argument of how easy or hard something is to implement. Unless you've made your own game yourself and you've done these things yourself, you can not comment on how hard or easy <insert feature here> is to implement.
I don't remember what the OP said as to "IF" it is implemented with function and I'm not going to read it, I know that I said if it's a functional jump then by all means make me watch it. I'm going to now change that slightly, let me filter jumping in towns where the only practical application is none. Unless we're talking about glitch hunting and then well idc if you found your way into the wall.
On another note, dude when are you on, I haven't seen you more than 4 mins since the day we exchanged shells.
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