Differences
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Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
1.1.0:charactercontrolling [2024/01/29 13:39] – [FirstPerson Controller] admin | 1.1.0:charactercontrolling [2024/01/29 15:05] (current) – [Speed] admin | ||
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You can implement that yourself by OnMove and OnRotate event | You can implement that yourself by OnMove and OnRotate event | ||
- | === Speed === | + | === Speed === |
In case movement or rotation speed does not suit your needs. | In case movement or rotation speed does not suit your needs. | ||
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|CrouchingSpeedReduction|Factor of reduction on speed if state is fpCrouching. Values between 0.0 - 1.0 are allowed. Default value is 0.15.| | |CrouchingSpeedReduction|Factor of reduction on speed if state is fpCrouching. Values between 0.0 - 1.0 are allowed. Default value is 0.15.| | ||
+ | === Boost === | ||
+ | |||
+ | The boost mode getting triggered by the OnBoost event. | ||
+ | By default boost mode is active by holding the left shift key down or the left shoulder button on your gamepad. | ||
+ | |||
+ | " | ||
+ | And the current speed value can be the normal speed or reduced speed by crawling and crouching. | ||
+ | |||
+ | If boost movement is active, states should contain the fpBoost flag. | ||
=== Rotation Sideways | === Rotation Sideways | ||
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You can control the jumping height and the time it takes by the " | You can control the jumping height and the time it takes by the " | ||
+ | |||
+ | While jumping, states should contain the **fpJumping** state. | ||
JumpingHeight is a multiplier for the character height. | JumpingHeight is a multiplier for the character height. | ||
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|CrawlingAnimationTime|Time in seconds the animation takes to enter or leave the crawling state.| | |CrawlingAnimationTime|Time in seconds the animation takes to enter or leave the crawling state.| | ||
|CrawlingSpeedReduction|Multiplier to reduce regular speed while in crawling mode.| | |CrawlingSpeedReduction|Multiplier to reduce regular speed while in crawling mode.| | ||
+ | |||
+ | === Push / Pull === | ||
+ | |||
+ | Two states are not automatically handled, because developers always have to decide when pushing or pulling is activated. | ||
+ | |||
+ | When pushing is active states should contain the **fpPushing** state. | ||
+ | |||
+ | When pulling is active states should contain the **fpPulling** state. | ||
+ | |||
+ | ^Method^Description^ | ||
+ | |procedure Push(AEnabled : Boolean); | ||
+ | |procedure Pull(AEnabled : Boolean);| Manually activates/ | ||
=== Default Behaviour === | === Default Behaviour === |