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character:physics [2015/05/18 01:16] Mistermind |
character:physics [2022/12/25 00:12] (current) FreedTerror |
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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: |
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**Enable Jump:** Toggle off to disable jumping for this character. | **Enable Jump:** Toggle off to disable jumping for this character. | ||
- | **Jump Force:** How much power is applied by this character when it jumps. The higher the force, the higher | + | **Pressure Sensitive:** Toggle to enable pressure sensitivity on the jump input' |
- | **Jump | + | **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 Delay (frames):** How many frames should the character wait before it jumps after you press the button. | + | **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 Jump Distance:** When making a forward angled jump, how far will this character move while in the air. | ||
+ | |||
+ | **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). | **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/ | ||
+ | |||
+ | **Possible Air Moves:** How many air moves can be done in the air. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | ==== 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. | ||
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**Ground Collision Mass:** The density of the character' | **Ground Collision Mass:** The density of the character' | ||
- | **Cumulative Force:** Anytime force is added, do we accumulate with current forces? | ||
---- | ---- | ||
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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; | ||
} | } |