projectEli/Assets/NeoFPS/Samples/SinglePlayer/Scenes/FeatureDemos/Ladders/FeatureDemo_Ladders.unity
2022-11-06 20:28:33 -05:00

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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
create with the ladder motion graph states. There are almost as many ways of
handling ladders in FPS games as there are FPS games that exist. This means
that most FPS game developers have a strong preference for how ladders should
behave based on the games that they player. NeoFPS attempts to give you the
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
the ladder demo graph here:'
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text: 'The NeoFPS ladders are split into 2 types: contact ladders and interactive
ladders.'
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h2Heading: Contact Ladders
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text: Contact ladders are used by simply walking into them. The player character
automatically connects to them and the movement input climbs up or down the
ladder.
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h2Heading:
h3Heading: Contact Ladder 1
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text: "Contact Ladder 1 uses absolute aim direction for vertical movement. This
means that if the character looks up, the forwards input will climb the ladder.
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
to prevent the character climb direction flipping back and forth as the player
aims at the horizon. Climb speed is not affected by pitch.\r\n\r\nThe horizontal
aim setting is set to \"Aimer Smooth\". This means that the left and right input
control movement across the ladder based on the yaw direction of the character.
Straight into or out of the ladder is full speed, while aiming to one side means
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
input always climbs up the ladder, while backwards always climbs down.\r\n\r\nThe
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
on whether the character is facing into or away from the ladder. The actual
movement speed is not affected."
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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
the vertical climb speed is altered by the camera pitch. If the player looks
directly at the horizon then they will have zero climb speed. Climb speed reaches
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
and horizontal movement. This means that input into the ladder (for example
forwards if facing the ladder, or right if facing to the left of the ladder)
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
move across the ladder. The 2 are calculated for a consisten result as the player
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
"All Axes" aimer settings also take pitch into account. Any input into or out
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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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
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
or down. Forwards input is always climb up, while backwards input is always
down. The ladder is also set to constrain the camera direction to 180 degrees
from forwards. This means that the player cannot face away from the ladder.
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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.
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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h3Heading: Interactive Ladder 3
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text: "Interactive Ladder 3 is set to use the vertical aim direction of the player
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
this ladder so the player can rotate all the way around."
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h2Heading: Further Reading
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text:
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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