This object is a special version of the camera that can be placed on a path. The camera can then be made to travel along this path. This feature can be used for many purposes, including cut-scenes, in-game movies, demos, etc.
| Field Name |
Description |
Sample or Range |
| Rendering |
| renderFirstPerson |
If true, render the player mesh while in 1st POV. |
[ false , true ] |
| Pickups |
| pickupRadius |
Can be used to increase the sizeof the player box for item collisions ONLY. |
[ 0.0 , inf.0 ) |
| Looking |
| maxFreelookAngle |
Maximum free-look angle in radians. |
[ -3.14159 , 3.14159 ] |
| maxLookAngle |
Maximum look angle in radians. |
[ -3.14159 , 3.14159 ] |
| minLookAngle |
Minimum look angle in radians. |
[ -3.14159 , 3.14159 ] |
| Time Scaling |
| maxTimeScale |
Limits animation scaling. Animations will scale up to this amount when matching ground velocity. |
[ 0.0 , inf.0 ) |
| Step Height |
| maxStepHeight |
Maximum height player will be able to step up. Heights larger than this will stop a walking player. |
[ 0.0 , inf.0 ) |
| Forces and Factors |
| horizMaxSpeed |
Maximum horizontal velocity on ground, in air, or in water. |
-- |
| horizResistFactor |
Delta factor used to determine how muchof 'horizResistspeed' is removed from current velocity. |
-- |
| horizResistSpeed |
Velocity at which horizontal resistance kicks in. |
-- |
| jumpDelay |
Forced delay between jumps (in ticks). |
-- |
| jumpEnergyDrain |
Drain this many energy points for every jump. |
-- |
| jumpForce |
Force applied to player on jump. Should be less than 40000 * mass. |
-- |
| jumpSurfaceAngle |
Cannot jump if surface angle equal to or greater to this many degrees. |
-- |
| maxJumpSpeed |
Cannot jump if running faster than this. |
-- |
| minJumpEnergy |
Cannot jump if energy lower than this. |
-- |
| minRunEnergy |
Cannot run if energy lower than this. |
-- |
| recoverDelay |
Number of ticks that player stays in 'recovery mode' after hard impact. |
[ 0 , inf ] |
| recoverRunForceScale |
Run force is multiplied by this amount during 'recovery'. |
[ 0.0 , 1.0 ] |
| runEnergyDrain |
Drain this much energy per tick while running. |
-- |
| runForce |
Accelerate player by this much per tick as a result of a move (command). Should be less than 40000 * mass. |
-- |
| runSurfaceAngle |
Cannot accelerate if surface angle equal to or greater to this many degrees. |
-- |
| upMaxSpeed |
Maximum velocity allowed in the positve Z direction. |
-- |
| upResistFactor |
Delta factor used to determine how muchof 'upResistSpeed' is removed from current velocity. |
-- |
| upResistSpeed |
Velocity at which vertical resistance kicks in. |
-- |
| Velocity |
| maxBackwardSpeed |
Maximum backward velocity in m/s. |
-- |
| maxForwardSpeed |
Maximum forward velocity in m/s. |
-- |
| maxSideSpeed |
Maximum sideway velocity in m/s. |
-- |
| maxUnderwaterBackwardSpeed |
Maximum underwater backward velocity in m/s. |
-- |
| maxUnderwaterForwardSpeed |
Maximum underwater forward velocity in m/s. |
-- |
| maxUnderwaterSideSpeed |
Maximum underwater sideway velocity in m/s. |
-- |
| Impacts0 |
| groundImpactMinSpeed |
The velocity at which a collision with the ground is registered as an impact. |
[ 0.0 , inf.0 ) |
| groundImpactShakeAmp |
Camera shake amplitude when a ground impact is registered. |
“1.0 1.0 10.0“ |
| groundImpactShakeDuration |
Camera shake duration when a ground impact is registered. |
[ 0.0 , inf.0 ) |
| groundImpactShakeFalloff |
a multiplier determining at what rate the shaking from an impact is reduced over time. |
[ 0.0 , inf.0 ) |
| groundImpactShakeFreq |
Camera shake frequency when a ground impact is registered. |
“4.0 4.0 4.0“ |
| minImpactSpeed |
The velocity at which a collision with the any object is registered as an impact. |
[ 0.0 , inf.0 ) |
| Hit Boxes |
| boundingBox |
A vector containing the radius values for each dimension of the unscaled player's bounding box. (Will be multiplied by scale.) |
“1.6 1.6 2.3” |
| boxHeadBackPercentage |
In conjunction with boxHeadBackPercentage, used to determine whether the front, middle, or back side of the player's torso or legs was hit. Note: this functionality is difficult to proprely change; it is recommended taht default values be used. |
0 |
| boxHeadFrontPercentage |
In conjunction with boxHeadBackPercentage, used to determine whether the front, middle, or back side of the player's torso or legs was hit. Note: this functionality is difficult to proprely change; it is recommended taht default values be used. |
1 |
| boxHeadLeftPercentage |
In conjunction with boxHeadRightPercentage, used to determine whether the left, middle, or right side of the player's torso or legs was hit. Note: this functionality is difficult to properly change; it is recommended that default values be used |
0 |
| boxHeadPercentage |
The distance from the bottom of the player's bounding box, to the beginning of the area considered to bound the player's head. Measured as a raw percentage. |
[ 0.0 , 1.0 ] |
| boxHeadRightPercentage |
In conjunction with boxHeadRightPercentage, used to determine whether the left, middle, or right side of the player's torso or legs was hit. Note: this functionality is difficult to properly change; it is recommended that default values be used |
1 |
| boxTorsoPercentage |
Like boxHeadPercentage, but specifies where the torso area begins. |
[ 0.0 , 1.0 ] |
| Footprints and -puffs |
| decalData |
DecalData datablock used for footprints. |
|
| decalOffset |
The offset from the player's center by which the decal should be displayed; should correlate with the distance from player's center, to the player's right foot center. |
|
| dustEmitter |
-- |
Not Used |
| footPuffEmitter |
The ParticleEmitterData datablock will be used to emit particles at footstep locations. |
|
| footPuffNumParts |
Number of dust particles to be generated for foot puffs. |
[ 0 , inf ) |
| footPuffRadius |
The radius of dust spread from foot steps. |
[ 0.0 , inf.0 ) |
| Sounds and Modifiers |
| exitingWater |
The AudioProfile used to produce sounds when emerging from water. |
-- |
| exitSplashSoundVelocity |
The minimum velocity at which the exit splash sound will be played when emerging from water. |
-- |
| FootBubblesSound |
The AudioProfile used to produce sounds for bubbles produced by footsteps. |
-- |
| FootHardSound |
The AudioProfile used to produce sounds for hard footsteps. |
-- |
| FootMetalSound |
The AudioProfile used to produce sounds for soft footsteps. |
-- |
| FootShallowSound |
The AudioProfile used to produce sounds for shallow water footsteps. |
-- |
| FootSoftSound |
The AudioProfile used to produce sounds for soft footsteps. |
-- |
| FootUnderWater |
The AudioProfile used to produce sounds for funderwater footsteps. |
-- |
| Footwading |
The AudioProfile used to produce sounds for wading footsteps. |
-- |
| hardSplashSoundVelocity |
The minimum velocity at which the hard splash sound will be played when entering or leaving water. |
-- |
| impactHardSound |
The AudioProfile used to produce sounds for hard impacts. |
-- |
| impactMetal |
The AudioProfile used to produce sounds for metal impacts. |
-- |
| impactSnowSound |
The AudioProfile used to produce sounds for snow impacts. |
-- |
| impactSoftSound |
The AudioProfile used to produce sounds for soft impacts. |
-- |
| impactWaterEasy |
The AudioProfile used to produce sounds for soft impacts against water. |
-- |
| impactWaterHard |
The minimum velocity at which the hard water impact sound will be played when entering or leaving water. |
-- |
| impactWaterMedium |
The AudioProfile used to produce sounds for medium impacts against water. |
-- |
| mediumSplashSoundVelocity |
The minimum velocity at which the medium water impact sound will be played when entering or leaving water. |
-- |
| movingBubblesSound |
The AudioProfile used to produce sounds for underwater bubble while the player is moving. |
-- |
| waterBreathSound |
The AudioProfile used to produce sounds for underwater breathing. |
-- |
| Splashes and Bubbles |
| bubbleEmitTime |
The length of time to continue emitting bubbles. |
-- |
| footstepSplashHeight |
The maximum height at which to play the shallow footstep effect. |
-- |
| splash |
The SplashData datablock used to emit splashes. |
-- |
| splashAngle |
The mimimum verticle angle at which a player must be travelling in order to generate a splash effect. |
-- |
|
splashEmitter[0]
splashEmitter[1]
|
Array of pointers to ParticleEmitterData datablocks which will be used to generate splash effect particles. |
-- |
| splashFreqMod |
The simulated frequency modulation of a splash generated by this player. Multiplied along with player speed and time elapsed when determining splash emition rate. |
-- |
| splashVelEpsilon |
The threshold speed at which we consider the player's movement to have stopped when updating splash effects. |
-- |
| splashVelocity |
The mimimum velocity a player needs in order to generate a splash effect. |
-- |