top of page
MSCC_logo.png

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!

BarricadePromoGif.gif

Update 1.1 Complete Pre-Release Notes (Subject to Change):

(7/31/2020) 

  1. Movement States:

    1. Blink Movement State has been added:

      1. 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.

      2. Integration:

        1. Blink Movement may be called through a specific method by specifying the parameters of the movement state.

        2. Barricade Systems will activate Blink Movement Under the following conditions:

          1. Traversing the barricade,

          2. Remote Rail-System Activation

        3.  Rail-Systems will activate a blink action to move the player to it when remote activation is enabled.

      3. Instance-Based Parameters of blink movement (Detailed information will be provided in the package documentation):

        1. Character Representation Speed,

        2. Direction,

        3. Travel Method:

          1. Directional Character Based,

          2. Directional Camera Based,

          3. Global World Based,

          4. Global Object Based,

          5. Relative Object Based,

        4. Forward Collision Projection,

        5. Relative Transform,

        6. Respect Output Ground,

        7. Animation Trigger,

        8. Snap Rotation to Output Target,

        9. State Entry Movement Delay,

        10. State Achievement Distance,

        11. Maximum Player Height Change,

        12. Minimum Player Distance Change,

        13. Animation Height Parameter Offset      

    2. Lunge Movement State has been added:

      1. 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.

      2. Integration:

        1. The lunge movement state may be activated by a specific method by specifying the parameters of the instance of the state.

        2. The lunge movement state may be activated by the MultiStatePlayerInput script by means of one of the following methods:

          1. A predefined input keycode,

          2. Using a specific method by means of the lunge action keybind’s name or index.

      3. Instance-Based Parameters of the Lunge Movement State (Detailed information will be provided in the package documentation):

        1. Direction,

        2. Intensity,

        3. Duration,

        4. Recovery Time,

        5. Rotate Towards Goal,

        6. Animation Trigger,

        7. Specified Movement states the lunge can be activated from.

      4. Parameters of the Lunge Movement State keybind predefined by the MultiStatePlayerInput script (Detailed information will be provided in the package documentation):

        1. Every base parameter of the lunge movement state instance,

        2. Name,

        3. Input Keycode (optional)

        4. Enabled or Disabled,

        5. Advanced Direction Calculation:

          1. Relative Static,

          2. Flat Vector,

          3. Free Vector

  1. Rail-System Changes:

    1. Rail-System Direction may now be calculated based on camera direction between two predefined locations,

    2. The player’s latch position can now be calculated dynamically based on two predefined locations,

    3. The player can latch to rail-systems remotely by first blinking to the system’s cap.

    4. The player may now unlatch from rail-systems by predefined key input.

    5. A small rail-system interaction cooldown timer has been added to allow for the latch and unlatch key to be the same.

    6. A rail-system key-based unlatch event has been added that specifies the unlatch key as an argument.

  1. Movement State Identification Changes:

    1. Each movement state may be specifically enabled or disabled,

    2. State changes into override states will now be accomplished through a requested state variable instead of the ChangeState method,

    3. The default grounded movement substate can now be set to any substate instead of only the running substate.

    4. Grounded movement substate key based switching can now be completely enabled or disabled.

  1. Barricades and Ledges:

    1. A complete barricade system has been implemented with the following features:

      1. Crouch and move along predefined sides (accomplished through rail-systems),

      2. Vault over (accomplished through the blink state)

      3. Slide into crouching position from the grounded state or while crouched behind other barricades (accomplished through rail-system remote access)

      4. Adjustable barricade height and width.

      5. Supports height differences between the two sides.

    2. Instance-based Parameters of Barricades (Detailed information will be provided in the package documentation):

      1. Interaction Key Input,

      2. Barricade Width,

      3. Animation Height Offset,

      4. Vault Speed,

      5. Vault Delay,

      6. Vault Ground Height Recognition,

      7. Vault Maximum Height Change,

      8. Vault Achievement Distance,

      9. Vault Recovery Time (optional),

      10. Vault Reset Time,

      11. All Rail System parameters,

      12. Remote Access Parameters:

        1. Enable or Disable,

        2. Minimum Distance,

        3. Maximum Distance,

        4. Animation Trigger,

        5. Speed.

bottom of page