* While the player is climbing a ceiling, and his speed < 5, play the climbin_ceiling_standby animation;
if not, play the climbin_ceiling_movement;
for my surprise, if the player is not moving (stuck in a diagonal ceiling, for example) his speed is different of 0, instead of the real speed, it show the speed like when he is moving..
So, I think something is wrong with his logic.. I did an old workaround to contour this issue with the jumping speed, setting his speed to 0 every time he stop for any reason (like jumping and sliding a wall after the jump) because his speed was keeping the same valor while sliding the wall and when he was realizing that pose, he was being shot of the wall, and not accelerating like in the normal way, so, when I reset his speed, he started to gain speed like in normal way.
But now, I checked this thing again, and it's happening for everything.
so, resuming, what need to happen:
- Object not moving -> Speed like 0;
What is happening:
- Object not moving -> Speed accelerating like when moving, so, never like 0;
How will impact my game:
Many things, I want check when the player is really moving or not, even if the player is pressing to walk and hitting a wall, if it happen, the speed need to be 0, not the old walking speed, like is happening..
So, the logic can go for much more things..
The CAPX and the sample game are here: