- MOVEMENT RELATED ADDONS -
Add X / Z Movement Component
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This Addon above allows you to let Character change its location in X Axis for certain amount of value and time.
-------- INPUTS --------
--- X Movement Parameters ---
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"X Movement Behavior" is optional to alter the already active Movement Components and Addons such as this one.
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"Move Direction" is needed for X Axis Movement to move the Character relative to its own rotation.
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"Friction Enabled" toggles friction against other Characters. Movement value is reduced to half when this Character pushes against another one.
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"Timeline Reference", "Movement Links" and "Movement Value" are connections for Timeline Component. "Movement Value" can not be negative value. If you want Character to go backwards, use "Move Direction" above.
--- Optional Z Movement Parameters ---
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"Z Movement Behavior" is optional to alter the already active Movement Addons and Components such as this one. This is used so you don't need another Node just to adjust Z Movement.
-------- OUTPUTS --------
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"Extension Entry" is used by Movement Extensions that are mostly used to change State Module values that trigger when there is a collision against a Wall and such.
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"Movement Started" can be used if an execution is needed to occur right after this Node starts functioning.
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"Movement Update" triggers every tick as long as Timeline is still on.
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"Movement Finished" triggers when Timeline is finished playing.
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Addons like the one above require a Timeline Component to operate. [RMB] click on empty space and type "Add Timeline" to create one. Make sure to link both "Update" and "Finished" links to each other.
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However making a Timeline is not enough to trigger itself. We also need a reference of it to let the Addon operate it.
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After giving the Timeline a name, [RMB] in empty space to type its name with "Get in front (ex: Get Stage Pal TL) to get a reference we need to plug it into "Timeline Reference".
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"Update", "Finished" and "Movement Value" Links are meant for Timeline Outputs.
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Z Movement Addon does not contain any "Friction against Characters" and "Direction" is determined by the value declared in Timeline itself so we don't need it either. Other than that this Component behaves exactly like like "Set X Movement".
Set Gravity
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This Component Node triggers the Gravity System that all Characters contain. It is there to prevent you from constantly creating Z Movement Component or Addons just to get them down to ground after moving in Z+ Direction.
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You can use an External Gravity to change the way Character goes down and feel free to adjust the Strength in case they need to go down faster or slower.
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Example usage can be found in "OmenDocs_Basic_SMs" and this State Module is used in "Dash Forward Two" Input State Definition.
Movement Extensions
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These Extensions can be linked to "Extension Entry" Output of all Movement Components and Addons.
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It is very important to define Z Contact State Module Triggers if the Character is going down via Gravity or by other means so Character knows which State to go into once touching to any Stage Object.
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ZSO and SG refers to "Z State Object" and "Stage Ground". ZSO is mostly not needed unless you got Stage Objects other than Stage Ground that a Character and stand on.
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XSO, CW and SW refers to "X Stage Object", "Camera Wall" and "Stage Wall". XSO is mostly not needed unless you got Stage Objects other than Stage or Camera Walls.
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If Character touches any of those States that are assigned to their respectable check parameters, they will change their State to those ones. "-1" value means checks are disabled or ignored.
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Example usage can be found in "OmenDocs_Basic_SMs" and this State Module is used in "Dash Forward" Input State Definition.
Target Forced X Movement
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This Addon above allows you to let force a Target to be moved in X Direction without changing their State. You can also use this addon for both push and pull the Target. Best example for such a move is Guard Push.
-------- INPUTS --------
--- X Movement Parameters ---
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"Friction Enabled" toggles friction against other Characters. Movement value is reduced to half when this Character pushes against another one.
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"Unstoppable" is used so that the Target can't stop this movement by any means such as Movement Adjustment Addons.
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"Constant Direction Check" is used so the Direction value below is constantly applied. Mostly left toggled off.
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"Direction" dictates the direction of the Target's movement.
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"Timeline Reference", "Movement Links" and "Movement Value" are connections for Timeline Component. "Movement Value" can not be negative value.
-------- OUTPUTS --------
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"Movement Started" can be used if an execution is needed to occur right after this Node starts functioning.
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"Movement Update" triggers every tick as long as Timeline is still on.
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"Movement Finished" triggers when Timeline is finished playing.
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Example usage can be found in "OmenDocs_Basic_SMs" and this State Module is used in "Forced Push Example." Input State Definition.
X Extra Movement Block
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This Addon above allows you to increase the distance needed to stop the Character before it reaches to the Camera and Stage Walls.
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It is strongly suggested to use it alongside with "Trigger on State Change" Addon so that the effect is not permanent.
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Use it for special states as high amount of value may prevent Characters from moving the Camera.
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Example usage can be found in "OmenDocs_Basic_SMs" and this State Module is used in "X Extra Movement Block Example." Input State Definition.
Stop Cornerpush
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This Addon stops any Cornerpush Movement that the Character is doing.
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Useful if you have a special State that wants to make the Character gain full movement control such as Hypers.