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character:physics [2014/03/11 18:29] Mistermind |
character:physics [2022/12/25 00:12] (current) FreedTerror |
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Define here how this character moves and reacts to applied forces in your game. | Define here how this character moves and reacts to applied forces in your game. | ||
- | {{ : | + | {{ : |
+ | |||
+ | ==== Horizontal Movement ==== | ||
**Move Forward Speed:** How fast this character moves when walking forward. | **Move Forward Speed:** How fast this character moves when walking forward. | ||
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**Move Back Speed:** How fast this character moves when walking back. | **Move Back Speed:** How fast this character moves when walking back. | ||
- | **High Moving Friction: | + | **High Moving Friction: |
- | **Friction: | + | **Friction: |
- | **Jump Force:** How much power is applied by this character when it jumps. The higher the force, the higher the jump. | ||
- | **Jump Distance:** When making | + | ---- |
+ | ==== Jump Options ==== | ||
+ | |||
+ | **Enable Jump:** Toggle off to disable jumping for this character. | ||
+ | |||
+ | **Pressure Sensitive: | ||
+ | |||
+ | **Min. Jump Force:** If Pressure sensitive is enable, when the minimum input is applied, this is the lowest force that will be applied to the jump. | ||
+ | |||
+ | **Jump Force:** How much power is applied by this character when it jumps. The higher the force, the higher the jump. If pressure sensitive is enabled, this is the maximum force applied if the input is pressed to its maximum frames. | ||
+ | |||
+ | **Forward | ||
+ | |||
+ | **Backwards Jump Distance:** When making a backwards angled jump, how far will this character move while in the air. | ||
+ | |||
+ | **Min. Jump Delay (frames):** If pressure sensitive is toggled, this is the minimum amount of frames that will be accounted for the take off. | ||
+ | |||
+ | **Jump Delay (frames):** How many frames should the character wait before it jumps after you press the button. The '' | ||
+ | |||
+ | **Landing Delay (frames):** How many frames before the character is allowed to move after landing from a jump (character can still block and cancel landing into moves). | ||
**Air Jumps:** Set double/ | **Air Jumps:** Set double/ | ||
- | **Character' | + | **Possible Air Moves:** How many air moves can be done in the air. |
- | Example: A character like Dhalsim can it' | + | |
+ | |||
+ | ---- | ||
+ | ==== Move Control ==== | ||
+ | |||
+ | **Default Execution Timing:** How fast the player needs to press each button during the execution of a special move. | ||
+ | |||
+ | **Cumulative Force:** Anytime force is added, do we accumulate with current forces? Leave this on if you want new applied forces to stack up. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | ==== Mass Variation ==== | ||
+ | |||
+ | **Character' | ||
+ | Example: A character like Dhalsim can have weight set to a very low value, making him almost " | ||
+ | |||
+ | **Ground Collision Mass:** The density of the character' | ||
---- | ---- | ||
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<code c#>void OnHit(HitBox strokeHitBox, | <code c#>void OnHit(HitBox strokeHitBox, | ||
if (hitter == UFE.config.player1Character){ | if (hitter == UFE.config.player1Character){ | ||
- | if (UFE.config.player2Character.characterName == "Shozo Iizuka") { | + | if (UFE.config.player2Character.characterName == "Dhalsim") { |
UFE.config.player2Character.physics.weight = 175; | UFE.config.player2Character.physics.weight = 175; | ||
} | } |