You could possible use the ApplyForce() command. Although, it only works as long as you hold a hotkey down. For example, something I wrote for a project i'm working on:
# Kyle Switzer
# 25/06/2005
# Cog to create in game jump jets
# [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[
symbols
int checkflight=0 local
int upforce=0 local
message activated local
message deactivated local
message newplayer local
message pulse local
message startup local
thing player local
end
# ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
# [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[
code
startup:
# determine the player that sent the message, set fuel to full
player = GetLocalPlayerThing();
SetInv(player, 117, 200);
return;
activated:
if (checkflight == 0) {
checkflight = 1;
SetPulse(0.1);
}
Return;
deactivated:
if (checkflight == 1) {
checkflight = 0;
upforce=0;
}
Return;
newplayer:
checkflight = 0;
upforce = 0;
SetInv(player, 117, 200);
SetPulse(0);
Return;
pulse:
if (checkflight == 0) {
# if fuel is full shut off the pulse message
if (GetInv(player, 117) >= 200) {
SetPulse(0);
}
# otherwise begin refilling fuel
else {
ChangeInv(player, 117, 1);
}
}
else {
# if fuel is empty shut off jump jets
if (GetInv(player, 117) <= 0) {
checkflight = 0;
upforce = 0;
}
# otherwise create the jet effects
else {
upforce = ApplyForce(player, '0 0 80');
ChangeInv(player, 117, -5);
}
}
Return;
end
# ]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
This "pushes" the player up off the ground. Though the player immediately starts to fall and will die when the hotkey is released... Bin 17 has a max value of 200 in case you're wondering, it stores the "fuel" left
**Edit: You're welcome to use this if you want