player extensions

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(player_character_nod...)
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====player_character_bob...====
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{{Ex/inival|1.1.1.7|real numbers|establishes the distances covered by bobbing (and derivative) walking effects when moving at peek speeds. The default value is 0.075, or about 3 inches, when the part after player_character_bob is omitted. Refer to [[#bob_distance_multiplier]] and [[#sway_distance_multiplier]]|real}}
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====player_character_nod...====
 
====player_character_nod...====
 
{{Ex/inival|1.1.1.7|real numbers|establishes symmetric angular limits when the player character looks up and down. The default value is 0.785398 radians, or plus or minus 45 degrees, when the part after player_character_nod is omitted. player_character_nod2 sets an outer limit reached by holding down the controls that defaults to 80 degrees. Values larger than 1.570796 are converted to radians from degrees|real}}
 
{{Ex/inival|1.1.1.7|real numbers|establishes symmetric angular limits when the player character looks up and down. The default value is 0.785398 radians, or plus or minus 45 degrees, when the part after player_character_nod is omitted. player_character_nod2 sets an outer limit reached by holding down the controls that defaults to 80 degrees. Values larger than 1.570796 are converted to radians from degrees|real}}

Revision as of 21:42, 23 February 2013


player_character_bob...

Introduced around 1.1.1.7, this extension establishes the distances covered by bobbing (and derivative) walking effects when moving at peek speeds. The default value is 0.075, or about 3 inches, when the part after player_character_bob is omitted. Refer to #bob_distance_multiplier and #sway_distance_multiplier. Values are limited to real numbers.[#]

player_character_nod...

Introduced around 1.1.1.7, this extension establishes symmetric angular limits when the player character looks up and down. The default value is 0.785398 radians, or plus or minus 45 degrees, when the part after player_character_nod is omitted. player_character_nod2 sets an outer limit reached by holding down the controls that defaults to 80 degrees. Values larger than 1.570796 are converted to radians from degrees. Values are limited to real numbers.[#]

player_character_fence...

Formerly player_character_ascent prior to 1.1.1.7.

Introduced around 1.1.1.5, this extension establishes the height of obstacles that the player character is able to move over. The default value is 0.51 when the part after player_character_fence is omitted. The default unit is meters. Values are limited to real numbers.[#]

player_character_height...

This extension did not make it into 1.1.1.5. It will be implemented as soon as it is convenient and or necessary to do so. Its purpose is to establish the physical height of the player character for purposes of passing underneath obstacles. The default value is thought to be 1.8 when the part after player_character_height is omitted. This corresponds to the physical height of the character when standing upright.

Note: It is recommended that #pov_baseline_adjustment be used to achieve an apparently taller or shorter player character, either to be in keeping with the narrative of the game or to customize height in order to enhance immersion, without inadvertently making areas of the game inaccessible or the game itself unwinnable.

player_character_radius

Introduced around 1.1.1.5, this extension establishes the player character's shoulder width as measured from the center. Conceptually the classical character is cylindrically shaped, circular around the width and depth. The default value is 0.25. The default unit is meters. Values are limited to real numbers.[#]

Note: as of 1.1.1.5 it is absolutely necessary to set this value to something larger than the default in order to accommodate the new analog framework. If not done the player clips into obstacles if held up against one. A larger radius can make preexisting games unwinnable. Ideally the project and or game should be fixed. Using an older version also works, but 1.1.1.5 introduces numerous important fixes. #do_dpad effectively disables analog, but did not make it into 1.1.1.5. A new #Analog section is on the way only for now the analog parameters are inaccessible. Until a clipping framework (#do_clip) is setup a final solution could well prove elusive.