Ledge Grab
Catches the edge when a jump falls just short. A near miss becomes a save instead of a fall.
Catching the edge of a wall when a jump falls just short, hanging there, and climbing up. A near miss becomes a save instead of a fall.
Ledge GrabHow it works
The Climbing mode: runs falling at a ledge. Committed until it climbs up or lets go; its kind of air move is hang, which a flight may forbid.
Ledge Grab: falling into a wall whose top is a little above head height, the character catches the edge and hangs, as in classic 3D platformers. From the hang:
- jump climbs up fast;
- after a moment, the stick toward the wall climbs up slowly;
- crouch, or the stick away, lets go. If the ground below is close, it climbs up by itself. Climbing needs room to stand on top. Only flights that allow it grab (not a triple jump, a backflip or a ground pound).
The ledge is found as the original finds it: a low probe touches a wall the character moves into, a high probe touches nothing, and a walkable floor lies just past the wall face, higher than minLedgeHeight above the feet. In the original the hero stands on top of the ledge and the hang is only animation; here the body really hangs against the wall. Numbers from the classic 3D platformer study (D33).
Combine it
- Needs: Air Move. The Inspector warns while one is missing.
- Priority 26: when several states could run, the highest priority wins (see How modules combine).
- Used by the presets: Retro Platformer, Modern Platformer.
Properties
| Property | Description | Range | Default |
|---|---|---|---|
| Character | The character this module belongs to. Drag its Character Motor here. | None | |
| Low Probe | Height of the probe that must touch the wall, above the feet, metres. | 0 or more | 0.34 |
| High Probe | Height of the probe that must miss the wall, above the feet, metres. | 0 or more | 1.69 |
| Min Ledge Height | The ledge must be at least this far above the feet, metres. | 0 or more | 1.125 |
| Reach | How far past the body's side the probes reach, metres. | 0 or more | 0.15 |
| Max Ledge Slope | Steepest ledge top that can be held, degrees. | 0 to 90 | 25 |
| Hang Depth | How far below the ledge top the feet hang, metres. | 0 or more | 1.5 |
| Stick Delay | Seconds of hanging before the stick climbs or lets go. | 0 or more | 0.333 |
| Auto Climb Drop | Climbs up by itself when the ground below the hang is closer than this under the ledge top, metres. | 0 or more | 1.125 |
| Let Go Speed | Speed the character drifts off the wall when letting go, m/s. | 0 or more | 2.7 |
| Regrab Delay | Seconds after letting go during which no ledge is grabbed again. | 0 or more | 0.5 |
| Fast Climb Time | Seconds of the fast climb (jump). | 0.01 or more | 0.533 |
| Slow Climb Time | Seconds of the slow climb (stick). | 0.01 or more | 1.133 |
| Slow Climb Cancel | Seconds into the slow climb after which the stick or jump finishes it at once. | 0 or more | 0.933 |
| Climb Inset | How far in from the edge a climb ends, metres. | 0 or more | 0.27 |