okay so im sure most have seen those two legged walkers and im not saying I made it, BUT i want to make a new walker, a bigger one but am having issues....

in line 33 of this code it says i can adjust the ride height... which makes the "pelvis" 50 units above the feet. but for my application i want the pelvis about 500 units from the feet. only problem is when i try and change that ride height # it doesn't seem to want to work.. So idk if maybe there is something else further down the code im missing that i need to change along with the ride height?


Code:
@name Walking Chip MkIV
@inputs Left:entity Right:entity W A S D R Space Active
@outputs Jump Effect Hide
@persist Foot_pos_array:array Heading Stage Offset Speed Foot:entity Sensativity Host:entity
@persist Angle:angle Foot_dest_rot Foot_final_rot Foot_rot:angle Speed_rot On Stride Foot_lift Foot_fall Delay
@persist Dest:vector Foot_final_pos:vector Foot_dest_pos:vector Foot_force:vector Offset_static
@persist Left_rot:angle Right_rot:angle Dest_l:vector Dest_r:vector Jet Jump_jet Ride_height
if (duped())
    {
    reset()
    }
if (first())
    {
    #insert *On before the final brackets on lines 124 and 126 to make the robot collapse when not in use
    On=0
    Hide=1
    Host=entity():isConstrainedTo()
    Heading=Host:angles():yaw()
    Foot_pos_array=array()
    Foot=Right
    Stage=0
    Jump=10000000
    soundPlay(6,0,"ambient/levels/canals/dam_water_loop2.wav")
    soundVolume(6,0)
    #the 12 lines below are constants that you can alter to allow for different sized walking bases
    Delay=1 #how many 10s of millieseconds to let the foot settle after reaching its final destination before moving the other foot
    Foot_lift=14 #how far below the pelvis to lift the foot up to
    Foot_fall=7.5 #how fast the foot falls to its final position
    Stride=48 #how far forwards from the pelvis to pus the foot before letting it fall
    Speed=10 #how many units to move the foot every 10 milliseconds
    Sensativity=1 #how many degrees every 10 millieseconds to alter the heading by
    Offset=12 #how far to the side the feet are from the pelvis
    Ride_height=50 #how high above the point between the feet that the pelvis should be
    Jump_jet=10 #how far up from the normal position the feet will be when jumping/jetting (and twice that of how far forwads they will be)
    Left:setMass(250) #mass of the left foot (this should be left alone under most but not all circumstances)
    Right:setMass(250) #mass of the right foot (this should be left alone under most but not all circumstances)
    Host:setMass(750) #mass of the pelvis (this should be left alone under most but not all circumstances)
    Offset_static=Offset
    interval(10)
    }
if (clk())
    {
    if (Jump<100 & Space!=1)
        {
        Jump+=0.125
        }
    if (Space & Jump>1)
        {
        Effect=min(floor(Jump),1)
        soundVolume(6,1)
        Jump-=1
        W=0
        S=W
        Stage=S
        soundStop(1)
        soundStop(2)
        soundStop(3)
        Dest_r=(Host:pos()+Host:forward()*(Jet/10)+Host:right()*(Offset_static*1.5)+Host:up()*(Jet-Ride_height))-Right:pos()
        Right:applyForce((($Dest_r*20)+(Dest_r*4))*Right:mass())
        Dest_l=(Host:pos()+Host:forward()*(Jet/10)+Host:right()*(0-(Offset_static*1.5))+Host:up()*(Jet-Ride_height))-Left:pos()
        Left:applyForce((($Dest_l*20)+(Dest_l*4))*Left:mass())
        if (Jet<Jump_jet)
            {
            Jet+=1
            }
        Foot_yaw=Left:angles():yaw()-(Heading+15)
        if (Foot_yaw>180) {Foot_yaw-=360}
        if (Foot_yaw<-180) {Foot_yaw+=360}
        Left_rot=Left:angles():setYaw(Foot_yaw):setPitch(Left:angles():pitch()+30)
        Left:applyAngForce(($Left_rot*10+Left_rot*2)*Left:mass()*-1)
        Foot_yaw=Right:angles():yaw()-(Heading-15)
        if (Foot_yaw>180) {Foot_yaw-=360}
        if (Foot_yaw<-180) {Foot_yaw+=360}
        Right_rot=Right:angles():setYaw(Foot_yaw):setPitch(Right:angles():pitch()+30)
        Right:applyAngForce(($Right_rot*10+Right_rot*2)*Right:mass()*-1)
        }
    elseif (Jet>0)
        {
        Jet-=1
        Effect=0
        soundVolume(6,0)
        }
    if (Active!=On)
        {
        if (Active==1)
            {
            Hide=0
            soundPlay(4,0,"npc/roller/remote_yes.wav")
            Heading=Host:angles():yaw()
            }
        else
            {
            Hide=1
            Stage=0
            soundStop(1)
            soundStop(2)
            soundStop(3)
            soundPlay(5,0,"npc/roller/code2.wav")
            }
        On=Active
        }
    Heading+=(A-D)*Sensativity
    if (Heading>360) {Heading-=360}
    if (Heading<0) {Heading+=360}
    if (R==1)
        {
        Stage=1
        }
    Yaw=Host:angles():yaw()-Heading
    if (Yaw>180) {Yaw=0-(360-Yaw)}
    if (Yaw<-180) {Yaw=360+Yaw}
    Angle=Host:angles():setYaw(Yaw)
    Host:applyAngForce(($Angle*20+Angle*4)*Host:mass()*-1)
    Dest=(mix(Left:pos(),Right:pos(),0.5)+vec(0,0,50))-Host:pos()
    Host:applyForce((($Dest*20)+(Dest*4))*Host:mass())
    if (W!=S & Stage==0 & Foot:vel():length()<2.5)
        {
        Stage=1
        }
    if (Stage==1)
        {
        Foot_pos_array:insertVector(1,Foot:pos()+vec(0,0,Foot:radius()*3))
        Foot_pos_array:insertVector(2,Host:pos()+Host:up()*(0-Foot_lift)+Host:right()*Offset)
        Foot_pos_array:insertVector(3,Foot_pos_array[2,vector]+Host:forward()*((W-S)*Stride))
        Foot_final_rot=Heading
        Foot_dest_rot=Foot:angles():yaw()
        Foot_dest_pos=Foot:pos()
        soundPlay(1,0,"vehicles/tank_turret_start1.wav")
        soundVolume(1,0.375)
        Stage+=1
        }
    elseif (Stage==2 | Stage==4 | Stage==6)
        {
        Foot_final_pos=Foot_pos_array[Stage/2,vector]
        Stage+=1
        }
    elseif (Stage==3 | Stage==5 | Stage==7)
        {
        soundPlay(2,0,"vehicles/tank_turret_loop1.wav")
        soundVolume(2,0.375)
        if (Foot_dest_pos:distance(Foot_final_pos)>Speed)
            {
            Foot_dest_pos+=((Foot_final_pos-Foot_dest_pos):normalized()*Speed)
            }
        else
            {
            Stage+=1
            }
        Foot_force=Foot_dest_pos-Foot:pos()
        Foot:applyForce((($Foot_force*20)+(Foot_force*4))*Foot:mass())
        Foot_yaw=Foot:angles():yaw()-Foot_final_rot
        if (Foot_yaw>180) {Foot_yaw-=360}
        if (Foot_yaw<-180) {Foot_yaw+=360}
        Foot_rot=Foot:angles():setYaw(Foot_yaw)
        Foot:applyAngForce(($Foot_rot*10+Foot_rot*2)*Foot:mass()*-1)
        }
    elseif (Stage==8)
        {
        if (Foot:vel():length()<2.5)
            {
            Stage+=1
            }
        else
            {
            Foot:applyForce(Foot:vel()/Foot_fall*Foot:mass()*-1)
            Foot:applyAngForce(Foot:angVel()/2*Foot:mass()*-1)
            }
        }
    elseif (Stage==9)
        {
        soundStop(2)
        soundPlay(3,0,"vehicles/tank_turret_stop1.wav")
        soundVolume(3,0.375)
        soundPlay(4,0,"npc/dog/dog_footstep"+toString(floor(random(1,5)))+".wav")
        Offset=0-Offset
        if (Foot==Left)
            {
            Foot=Right
            }
        else
            {
            Foot=Left
            }
        Stage+=1
        }
    elseif (Stage<10+Delay & Stage!=0)
        {
        Stage+=1
        }
    elseif (Stage==10+Delay)
        {
        Stage=0
        }
    interval(10)
    }