This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
set_gameplay_property [2024/09/02 19:20] – justin | set_gameplay_property [2024/09/02 20:24] (current) – justin | ||
---|---|---|---|
Line 14: | Line 14: | ||
The following properties are available to change using this function: | The following properties are available to change using this function: | ||
^Property^Description^Type^ | ^Property^Description^Type^ | ||
- | |movement_control_type|Value must be " | + | |movement_control_type|Determines whether the player' |
- | |gravity| |[[Number]]| | + | |gravity|Determines the downward force of gravity in voxels/ |
- | |air_control|Decimal | + | |air_control|Determines how freely the player can move while in the air. Must be a decimal |
- | |jump_enabled| |[[Boolean]]| | + | |jump_enabled|Determines if jumping is enabled. Free movement only.|[[Boolean]]| |
- | |jump_vertical_velocity| |[[Number]]| | + | |jump_vertical_velocity|Determines the player' |
- | |jump_count| |[[Number]]| | + | |jump_count|Determines how many times the player can jump in succession (e.g. a value of 2 would allow double jumping). Jumping must be enabled for this value to have an effect.|[[Number]]| |
|free_attack_system|Possible values are " | |free_attack_system|Possible values are " | ||
|camera_fov|Camera' | |camera_fov|Camera' | ||
- | |fall_damage_enabled| |[[Boolean]]| | + | |fall_damage_enabled|Determines if fall damage is enabled. Free movement only.|[[Boolean]]| |
- | |fall_damage_min_velocity| |[[Number]]| | + | |fall_damage_min_velocity|Determines the minimum downward velocity required (in voxels/sec) before fall damage is dealt to the player. Fall damage must be enabled for this value to have an effect.|[[Number]]| |
- | |fall_damage_base_damage| |[[Number]]| | + | |fall_damage_base_damage|Determines the base damage that will be dealt to the player when hitting the ground at the minimum velocity. Fall damage must be enabled for this value to have an effect.|[[Number]]| |
- | |fall_damage_excess_damage| |[[Number]]| | + | |fall_damage_excess_damage|Determines additional damage (per voxel/sec over the minimum velocity) that will be dealt to the player when hitting the ground. Fall damage must be enabled for this value to have an effect.|[[Number]]| |
- | |fall_damage_max_velocity| |[[Number]]| | + | |fall_damage_max_velocity|Determines the velocity (in voxels/sec) at which no additional fall damage will be added, therefore capping the total possible damage. Fall damage must be enabled for this value to have an effect.|[[Number]]| |
- | |fall_damage_max_critical|If enabled, the player will be automatically killed when hitting the ground at or above the maximum velocity.|[[Boolean]]| | + | |fall_damage_max_critical|If enabled, the player will be automatically killed when hitting the ground at or above the maximum velocity. Fall damage must be enabled for this value to have an effect.|[[Boolean]]| |
====Example: | ====Example: | ||
Line 36: | Line 36: | ||
<WRAP center round tip 100%> | <WRAP center round tip 100%> | ||
- | Use the **Set Gameplay Property** function to... | + | Use the **Set Gameplay Property** function to give the player the power to double jump when picking up or equipping jump boots in a free movement game. |
</ | </ | ||