2623 lines
97 KiB
Plaintext
2623 lines
97 KiB
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darkSkinImage: {fileID: 0}
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title: 'Feature Demo: Ladders'
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text: The ladders demo shows some of the different ladder styles that you can
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create with the ladder motion graph states. There are almost as many ways of
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handling ladders in FPS games as there are FPS games that exist. This means
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that most FPS game developers have a strong preference for how ladders should
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behave based on the games that they player. NeoFPS attempts to give you the
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flexability to achieve this.
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h2Heading: Ladder Demo Motion Graph
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text: 'The ladder behaviour is controlled using the motion graph. You can find
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the ladder demo graph here:'
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text: 'The NeoFPS ladders are split into 2 types: contact ladders and interactive
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ladders.'
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h2Heading: Contact Ladders
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h3Heading:
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text: Contact ladders are used by simply walking into them. The player character
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automatically connects to them and the movement input climbs up or down the
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ladder.
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links: []
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h3Heading: Contact Ladder 1
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text: "Contact Ladder 1 uses absolute aim direction for vertical movement. This
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means that if the character looks up, the forwards input will climb the ladder.
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If they look down then forwards input will climb down the ladder. The state
|
|
is set up with a deadzone 15 degrees each way past the horizontal. This is used
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to prevent the character climb direction flipping back and forth as the player
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aims at the horizon. Climb speed is not affected by pitch.\r\n\r\nThe horizontal
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aim setting is set to \"Aimer Smooth\". This means that the left and right input
|
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control movement across the ladder based on the yaw direction of the character.
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Straight into or out of the ladder is full speed, while aiming to one side means
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that the left or right input has no effect."
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h3Heading: Contact Ladder 2
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text: "Contact Ladder 2 is set to ignore the vertical aimer. This means that forwards
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input always climbs up the ladder, while backwards always climbs down.\r\n\r\nThe
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ladder state is also set to use absolute aiming for horizontal movement. This
|
|
means that left and right input move left or right across the ladder based purely
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on whether the character is facing into or away from the ladder. The actual
|
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h3Heading: Contact Ladder 3
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text: Contact Ladder 3 is set up in a similar way to Contact Ladder 1, however
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the vertical climb speed is altered by the camera pitch. If the player looks
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directly at the horizon then they will have zero climb speed. Climb speed reaches
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the maximum when aiming above or below the center zone angle from the horizone.
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h3Heading: Contact Ladder 4
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text: Contact Ladder 4 is set to use the character yaw heading for both vertical
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and horizontal movement. This means that input into the ladder (for example
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|
forwards if facing the ladder, or right if facing to the left of the ladder)
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|
climbs up the ladder and input away climbs down. Input across the ladder (left
|
|
or right if facing the ladder, forward or back if facing off to one side) will
|
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move across the ladder. The 2 are calculated for a consisten result as the player
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rotates around.
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h3Heading: Contact Ladder 5
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text: Contact Ladder 5 is set up in a similar way to Contact Ladder 4, but the
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|
"All Axes" aimer settings also take pitch into account. Any input into or out
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|
of the ladder will be scaled based on if the player is looking towards the horizon
|
|
(0) or above or below the center zone angle (1).
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h2Heading: Interactive Ladders
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h3Heading:
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text: "Interactive ladders require the player to use them in order to connect.
|
|
The demo ladders and graph are set up so that you can also detach from them
|
|
by interacting again or hitting jump.\r\n\r\nThe interactive ladders have less
|
|
aimer options than the contact ladders as the character is constrained to vertical
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|
movement only."
|
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h3Heading: Interactive Ladder 1
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text: Interactive Ladder 1 is set to ignore the aim direction for climbing up
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|
or down. Forwards input is always climb up, while backwards input is always
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down. The ladder is also set to constrain the camera direction to 180 degrees
|
|
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|
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h3Heading: Interactive Ladder 2
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text: "Interactive Ladder 2 is set to use the vertical aim direction of the player.
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If they are looking up, forwards input climbs up. If they are looking down,
|
|
forwards input climbs down. It is also set up with a deadzone that means you
|
|
have to aim 15 degrees or more away from the horizon to flip the direction of
|
|
movement. Climb speed is not affected by pitch.\r\n\r\nThe camera yaw constraints
|
|
are set to a tighter 45 degrees from forwards whilst on the ladder."
|
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links: []
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h3Heading: Interactive Ladder 3
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text: "Interactive Ladder 3 is set to use the vertical aim direction of the player
|
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to change direction and speed of movement. Looking above the center zone angle
|
|
means forwards input will climb at full speed. Looking at the horizon means
|
|
forwards input will do nothing. Looking down below the center zone angle will
|
|
translate forwards movement to full speed climb down. Looking away from the
|
|
ladder flips the climb direction.\r\n\r\nThe camera yaw is not constrained on
|
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this ladder so the player can rotate all the way around."
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h2Heading: Further Reading
|
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text:
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links:
|
|
- text: 'Manual: The Motion Graph'
|
|
url: https://docs.neofps.com/manual/motiongraph-index.html
|
|
- text: 'Manual: Interaction With The World'
|
|
url: https://docs.neofps.com/manual/interaction-index.html
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