player extensions

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'''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.'''
 
'''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.'''
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====tap_or_hold_ms_timeout====
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{{Ex/inival|1.1.1.7|positive whole numbers|tweaks keyboard and button gesture recognition. A press is determined to be a ''tap'' if release occurs before tap_or_hold_ms_timeout milliseconds. A press is determined to be a ''hold'' if not released in time.
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Taps and holds may often result in different outcomes. The default timeout is 750 milliseconds. This is the timeout used by Sword of Moonlight's dashing game mechanic. If the timeout is shortened the transition from walking to dashing is shortened|whole}}
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'''Note: that this is an accessibility feature. 500 may make input appear more responsive, but some players may have a difficult time releasing the button with a half second. Sword of Moonlight's 750 figure likely constitutes a compromise.'''
  
 
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Revision as of 03:36, 4 March 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 positive real numbers.[#]

player_character_dip...

Introduced around 1.1.1.7, this extension establishes how far the player character may dip when landing flat footed. Maximum dip is achieved after a relatively short fall, or even a jump. This effect is not intended to encompass falls from great heights. Refer to #do_buckle.

The part after player_character_ can be omitted or 2. player_character_dip2 contributes a nodding effect. Refer to #player_character_nod.... Values are limited to positive 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 pass 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 positive 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_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 positive real numbers.[#]

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 positive 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.

tap_or_hold_ms_timeout

Introduced around 1.1.1.7, this extension tweaks keyboard and button gesture recognition. A press is determined to be a tap if release occurs before tap_or_hold_ms_timeout milliseconds. A press is determined to be a hold if not released in time.

Taps and holds may often result in different outcomes. The default timeout is 750 milliseconds. This is the timeout used by Sword of Moonlight's dashing game mechanic. If the timeout is shortened the transition from walking to dashing is shortened. Values are limited to positive whole numbers.[#]

Note: that this is an accessibility feature. 500 may make input appear more responsive, but some players may have a difficult time releasing the button with a half second. Sword of Moonlight's 750 figure likely constitutes a compromise.