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Both sides previous revision Previous revision Next revision | Previous revision | ||
character:physics [2017/04/16 02:45] Mistermind [Jump Options] |
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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**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. | **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. | ||
- | **Jump Distance:** When making | + | **Forward |
+ | |||
+ | **Backwards Jump Distance:** When making a backwards | ||
**Min. Jump Delay (frames):** If pressure sensitive is toggled, this is the minimum amount of frames that will be accounted for the take off. | **Min. Jump Delay (frames):** If pressure sensitive is toggled, this is the minimum amount of frames that will be accounted for the take off. | ||
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**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? Leave this on if you want new applied forces to stack up. | ||
---- | ---- | ||
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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; | ||
} | } |