Boost without cutting momentum

I have a shotgun blast feature in my game, when you shoot it takes the angle and boosts you in the opposite direction, it works fine and Im just using a permanent force so its a smooth movement and not just instant and then after 0.1 seconds I stop the force. My only issue is when the player is jump up or being boosted by a trampoline for example, when you boost, it cuts your movement due to it being a permanent force, so if you boost while moving up it kills all your momentum. Does anybody have a better way to smoothly boost the character other than what im doing?

Using my method
You can control with variable how long push is gonna last without affecting other forces by stoping them

Wow man, thats so simple and I just couldnt think of it haha, I really appreciate the help. I see you on the fourms all the time and you’re a great help always man.The only thing left for me to try and see if I can change, is when the player is already falling and then boosts, due to the momentum going downwards the player barely boosts up at all.

When player is falling you could stop all forces from player when you fire to apply that force
OR
You could just apply more force when he is falling + based on direction you are shooting

Thats exactly what I did:) thank you!!

Now im tackling controller support, currently trying to get a cursor to orbit the player based on controller right stick rotation. Currently I can get the cursor to orbit based on the right stick angle, but since my cursor object is on a higher layer something gets messed up. but when I put it on the base layer it works.

Both layers need to have same camera zoom
Most of the times they need same cam zoom and camera position

I MEAN FOR THESE LAYERS you want to work the same way

For example i have base layer on which i change zoom to 2
Now i have layer called enemies on which i have no action to change cam zoom
That will mess things up
So i change cam zoom to also 2 on enemies layer and now they work
BUT if i center camera on base layer on player
Then objects on enemies layer will look out of place
That is why i copy action to center camera on player (i mean i made duplicate of that action) and i set duplicate to center camera on player on enemies layer and now everything works

You could just use extension called copy camera settings

Something I have realized with my knockback system, is that the lower the fps, the farther it pushes you, I have tried to implement delta time to the subtraction of the force applied variable but I cant quite figure it out.

I think that was issue with the fact forces are frame dependent and not time dependent

Im having the same issue with my controller, I have the cursor rotating around the player based off the controllers stick angle but since the cursor object has its own layer so its above everything, it position is completely off screen, do you have a solution?

Add extension
In search bar type copy camera

Add copy camera settings

In events sheet in event WITHOUT any condition
Add action to copy camera settings from layer on which is player to layer on which is cursor

you’re the goat :slight_smile:

Last question, in my game there is a boost that is in the angle opposite of the mouse, I calculate that with this… AngleBetweenPositions(MouseX(), MouseY(), player.X(), player.Y())

Im trying to switch this to be compatible with the angle of my joystick as well, But I cant quite figure it out.

Instead of

AngleBetweenPositions(MouseX(), MouseY(), player.X(), player.Y())

Use
Player.AngleToPosition(CursorX(),CursorY())-180

Only difference its shorter and easier to write

For joystick

Joystick.StickAngle()-180