CMCharacter Modules 0.1.0

Ledge Climb

Kind: State · Add Component: Character Modules > States > Ledge Climb

Hangs from marked handholds and moves along them. The level shows the player where they can climb.

Hanging from marked handholds, shimmying along them, hopping between them and climbing out on top. The level tells the player where they can climb by marking it.

Inspector
▼Ledge Climb⋮
CharacterCharacter (Character Motor)
Catching
Hand Reach2
Catch Radius0.5
Regrab Delay0.4
Shimmy
Large Shimmy Speed0.8
Small Shimmy Speed0.4
End Margin0.2
Join Distance0.4
Hops
Hop Up1.8
Hop Side2
Hop Down1.8
Hop Back3
Hop Time0.45
Back Hop Time0.7
Hop Arc0.3
Climbing up and letting go
Climb Up Time1
Climb Inset0.35
Let Go Speed1.5
The Ledge Climb component in the Inspector, with its defaults.
Origin. Uncharted: Drake's Fortune (2007) and Assassin's Creed (2007).

How it works

The Climbing mode: runs the hands reach a marked ledge. Committed until it climbs up or lets go; its kind of air move is hang, which a flight may forbid.

Ledge Climb: hanging from Marked Ledges and climbing between them, as in cinematic third-person adventures. The hands catch a marked ledge they pass close to, jumping up to it or falling past it. While hanging:

  • the stick along the ledge shimmies (large holds faster than small ones); at an end it carries on to a ledge that continues there;
  • Jump with the stick toward the wall (or none) climbs onto the top if there is floor up there, otherwise hops to the ledge above;
  • Jump with the stick along the ledge hops to the next ledge that way;
  • Jump with the stick away from the wall hops down to a ledge below, else back to a ledge behind, else lets go;
  • Crouch lets go. Hops are aimed: they land on the ledge they picked, within hopUp, hopSide, hopDown or hopBack. Geometry without a Marked Ledge is not caught (that is Ledge Grab).

Rules from the traversal study (D57 to D62); the distances and times are estimates.

Combine it

  • Needs: Air Move. The Inspector warns while one is missing.
  • Priority 28: when several states could run, the highest priority wins (see How modules combine).
  • Used by the presets: Traversal Adventure.

Properties

PropertyDescriptionRangeDefault
CharacterThe character this module belongs to. Drag its Character Motor here.None
Hand ReachHeight of the hands above the feet while hanging, metres.0 or more2
Catch RadiusA ledge this close to the hands is caught, metres.0 or more0.5
Regrab DelaySeconds after letting go before the same ledge can be caught again.0 or more0.4
Large Shimmy SpeedShimmy speed on a large hold, m/s.0 or more0.8
Small Shimmy SpeedShimmy speed on a small hold, m/s.0 or more0.4
End MarginThe hands stay this far in from a ledge's ends, metres.0 or more0.2
Join DistanceA ledge whose end is this close carries the shimmy on, metres.0 or more0.4
Hop UpFarthest hop up, hands to hands, metres.0 or more1.8
Hop SideFarthest hop sideways, hands to hands, metres.0 or more2
Hop DownFarthest hop down, hands to hands, metres.0 or more1.8
Hop BackFarthest hop back to a ledge behind, hands to hands, metres.0 or more3
Hop TimeSeconds a hop up, down or sideways takes.0.01 or more0.45
Back Hop TimeSeconds a hop back takes.0.01 or more0.7
Hop ArcHow much higher than the straight line a hop arcs, metres.0 or more0.3
Climb Up TimeSeconds from hanging to standing on top.0.01 or more1
Climb InsetHow far in from the edge a climb up ends, metres.0 or more0.35
Let Go SpeedSpeed the character drifts off the wall when letting go, m/s.0 or more1.5

Additional resources