
Update 1.1:
What’s coming with Update 1.1?
-
Two new movement states!
-
Relative Teleportation – Move your character in any direction relative to any transform! Also includes provisions for barrier detection and ground elevation recognition.
-
Lunge/Roll – Move your character quickly in any direction based on a predefined key binding or from an amazingly easy to implement method!
-
-
Improvements to Rail-Systems
-
The player can detach from the rail-system at any point in its evaluation based on predefined keystrokes if desired.
-
The player can calculate a variable latch position between two transforms.
-
Other minor quality of life changes.
-
-
Barricades!
-
Barricades will be fully implemented with crouch behind, slide towards, and jump over functionality!
-

Update 1.1 Complete Pre-Release Notes (Subject to Change):
(7/31/2020)
-
Movement States:
-
Blink Movement State has been added:
-
Description: Blink movement is a form of relative translation. In which, the position of the projected player is hard set to a specified location and locked in place, while the character representation speed is greatly modified, and a predefined animation is triggered. The state is finished when the projected player and the character representation are within a specified distance.
-
Integration:
-
Blink Movement may be called through a specific method by specifying the parameters of the movement state.
-
Barricade Systems will activate Blink Movement Under the following conditions:
-
Traversing the barricade,
-
Remote Rail-System Activation
-
-
Rail-Systems will activate a blink action to move the player to it when remote activation is enabled.
-
-
Instance-Based Parameters of blink movement (Detailed information will be provided in the package documentation):
-
Character Representation Speed,
-
Direction,
-
Travel Method:
-
Directional Character Based,
-
Directional Camera Based,
-
Global World Based,
-
Global Object Based,
-
Relative Object Based,
-
-
Forward Collision Projection,
-
Relative Transform,
-
Respect Output Ground,
-
Animation Trigger,
-
Snap Rotation to Output Target,
-
State Entry Movement Delay,
-
State Achievement Distance,
-
Maximum Player Height Change,
-
Minimum Player Distance Change,
-
Animation Height Parameter Offset
-
-
-
Lunge Movement State has been added:
-
Description: The lunge movement state applies steadily decreasing force to the player in a specified direction over a specified period of time, and it will also trigger a specified animation trigger.
-
Integration:
-
The lunge movement state may be activated by a specific method by specifying the parameters of the instance of the state.
-
The lunge movement state may be activated by the MultiStatePlayerInput script by means of one of the following methods:
-
A predefined input keycode,
-
Using a specific method by means of the lunge action keybind’s name or index.
-
-
-
Instance-Based Parameters of the Lunge Movement State (Detailed information will be provided in the package documentation):
-
Direction,
-
Intensity,
-
Duration,
-
Recovery Time,
-
Rotate Towards Goal,
-
Animation Trigger,
-
Specified Movement states the lunge can be activated from.
-
-
Parameters of the Lunge Movement State keybind predefined by the MultiStatePlayerInput script (Detailed information will be provided in the package documentation):
-
Every base parameter of the lunge movement state instance,
-
Name,
-
Input Keycode (optional)
-
Enabled or Disabled,
-
Advanced Direction Calculation:
-
Relative Static,
-
Flat Vector,
-
Free Vector
-
-
-
-
-
Rail-System Changes:
-
Rail-System Direction may now be calculated based on camera direction between two predefined locations,
-
The player’s latch position can now be calculated dynamically based on two predefined locations,
-
The player can latch to rail-systems remotely by first blinking to the system’s cap.
-
The player may now unlatch from rail-systems by predefined key input.
-
A small rail-system interaction cooldown timer has been added to allow for the latch and unlatch key to be the same.
-
A rail-system key-based unlatch event has been added that specifies the unlatch key as an argument.
-
-
Movement State Identification Changes:
-
Each movement state may be specifically enabled or disabled,
-
State changes into override states will now be accomplished through a requested state variable instead of the ChangeState method,
-
The default grounded movement substate can now be set to any substate instead of only the running substate.
-
Grounded movement substate key based switching can now be completely enabled or disabled.
-
-
Barricades and Ledges:
-
A complete barricade system has been implemented with the following features:
-
Crouch and move along predefined sides (accomplished through rail-systems),
-
Vault over (accomplished through the blink state)
-
Slide into crouching position from the grounded state or while crouched behind other barricades (accomplished through rail-system remote access)
-
Adjustable barricade height and width.
-
Supports height differences between the two sides.
-
-
Instance-based Parameters of Barricades (Detailed information will be provided in the package documentation):
-
Interaction Key Input,
-
Barricade Width,
-
Animation Height Offset,
-
Vault Speed,
-
Vault Delay,
-
Vault Ground Height Recognition,
-
Vault Maximum Height Change,
-
Vault Achievement Distance,
-
Vault Recovery Time (optional),
-
Vault Reset Time,
-
All Rail System parameters,
-
Remote Access Parameters:
-
Enable or Disable,
-
Minimum Distance,
-
Maximum Distance,
-
Animation Trigger,
-
Speed.
-
-
-