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
Ledge ClimbCharacterCharacter (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
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
| Property | Description | Range | Default |
|---|---|---|---|
| Character | The character this module belongs to. Drag its Character Motor here. | None | |
| Hand Reach | Height of the hands above the feet while hanging, metres. | 0 or more | 2 |
| Catch Radius | A ledge this close to the hands is caught, metres. | 0 or more | 0.5 |
| Regrab Delay | Seconds after letting go before the same ledge can be caught again. | 0 or more | 0.4 |
| Large Shimmy Speed | Shimmy speed on a large hold, m/s. | 0 or more | 0.8 |
| Small Shimmy Speed | Shimmy speed on a small hold, m/s. | 0 or more | 0.4 |
| End Margin | The hands stay this far in from a ledge's ends, metres. | 0 or more | 0.2 |
| Join Distance | A ledge whose end is this close carries the shimmy on, metres. | 0 or more | 0.4 |
| Hop Up | Farthest hop up, hands to hands, metres. | 0 or more | 1.8 |
| Hop Side | Farthest hop sideways, hands to hands, metres. | 0 or more | 2 |
| Hop Down | Farthest hop down, hands to hands, metres. | 0 or more | 1.8 |
| Hop Back | Farthest hop back to a ledge behind, hands to hands, metres. | 0 or more | 3 |
| Hop Time | Seconds a hop up, down or sideways takes. | 0.01 or more | 0.45 |
| Back Hop Time | Seconds a hop back takes. | 0.01 or more | 0.7 |
| Hop Arc | How much higher than the straight line a hop arcs, metres. | 0 or more | 0.3 |
| Climb Up Time | Seconds from hanging to standing on top. | 0.01 or more | 1 |
| Climb Inset | How far in from the edge a climb up ends, metres. | 0 or more | 0.35 |
| Let Go Speed | Speed the character drifts off the wall when letting go, m/s. | 0 or more | 1.5 |