Skid
Brakes hard when the stick reverses at speed. A fast character gets weight, and a window for a side flip.
Braking hard when the stick reverses at speed, before running the other way. It gives weight to a fast character and a window for the side flip.
SkidHow it works
An action of Walking. Starts from any state, on: stick reversed or released at speed. Ends when stopped or turned around, then the Walking mode.
Skid: hard braking at speed, as in classic 3D platformers. It starts when the stick points well away from the way the body faces (a reversal), or is let go, while moving at least minimumSpeed. The body keeps facing the old way and slows at a fixed rate; when it stops, a held stick turns it around and it sets off the other way. Bringing the stick back toward the facing ends the skid with whatever speed is left.
Works with Heading Walk, whose body facing it reads. Numbers from the classic 3D platformer study (D33).
Combine it
- Needs: Heading Walk. The Inspector warns while one is missing.
- Priority 15: when several states could run, the highest priority wins (see How modules combine).
- Body facing: works with characters whose body faces States.
- 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 | |
| Minimum Speed | Slowest speed at which a reversal or letting go skids, m/s. | 0 or more | 5.4 |
| Reversal Angle | Stick this far from the facing counts as a reversal, degrees. | 0 to 180 | 100 |
| Turnaround Speed | Speed the character sets off at the other way after stopping, m/s. 0: Heading Walk's start speed. | 0 or more | 0 |
| Deceleration | Braking while skidding, m/s². Scaled by the ground's Character Surface friction, so ice skids far. | 0 or more | 40.5 |