Air
Gives gravity and steering in the air. Its air acceleration is what makes strafe jumping possible.
Moving in the air: gravity, and how much the stick can still steer. Its air acceleration is what makes strafe jumping work: turning while strafing adds speed the ground can never give. A cap on the target speed instead allows sharp air turns but no straight-line gain.
AirHow it works
The Falling mode: runs when nothing else runs.
Falling, after the air movement of classic arena shooters: gravity, plus a small amount of air control toward the input direction. The lowest priority state: it takes over whenever nothing else wants control.
Wish Speed Cap: air acceleration stops adding speed along the input direction above this speed. A small cap with high acceleration gives sharp air turns without straight-line speed, the trick behind air strafing and surfing (some classic arena shooters and competitive tactical shooters: 30 units/s, about 0.76 m/s). 0 means no cap, as in the arena shooter studied for the Arena Shooter preset.
Hooks called: ISpeedScale.
Combine it
- Priority 0: when several states could run, the highest priority wins (see How modules combine).
- Used by the presets: Arena Shooter, Competitive Shooter, Surf, Traversal Adventure, Action RPG.
Properties
| Property | Description | Range | Default |
|---|---|---|---|
| Character | The character this module belongs to. Drag its Character Motor here. | None | |
| Gravity | Downward acceleration, m/s² (classic arena shooters: 25 at 32 map units per metre). | 0 or more | 20 |
| Terminal Speed | Fastest fall, m/s. 0: no limit. | 0 or more | 0 |
| Max Speed | Speed that air control accelerates toward, m/s. | 0 or more | 6 |
| Acceleration | How strongly input steers in the air, per second. Classic arena shooters use 1, which is barely any steering. | 0 or more | 1 |
| Wish Speed Cap | Air acceleration adds no speed along the input above this, m/s. 0: no cap (classic arena shooters). | 0 or more | 0 |