Vector Air
Gives strong steering in the air that can even reverse a jump. Players fix a bad jump instead of losing it.
Moving in the air the modern way: control builds up the longer the stick is held, can reverse a jump, and turns the body. Generous, so players correct a jump instead of losing it.
Vector AirHow it works
The Falling mode: runs when nothing else runs.
Vector Air: in the air the way modern 3D platformers do it. The velocity is split along and across the direction the flight began in, and the stick accelerates each part on its own: forwards, harder backwards, gently sideways. Each part is capped by the take-off speed (at least minimumCap, at most maximumCap), so the stick can steer and even reverse, but not gain speed beyond what the jump brought (except diagonally, where the two caps add up: "vectoring"). The body turns toward the stick in the air, quickly when the stick points far behind it. Compare Heading Air (classic 3D platformers), which commits to the take-off heading.
The motor's Body Facing must be States. Numbers from the modern 3D platformer measurements (D44).
Combine it
- Priority 0: 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: Modern Platformer.
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 |
| Forward Acceleration | Acceleration from a full stick along the take-off direction, m/s². | 0 or more | 22.8 |
| Back Acceleration | Acceleration from a full stick against it, while still moving forwards, m/s². | 0 or more | 45.6 |
| Side Acceleration | Acceleration from a full stick across it, m/s². | 0 or more | 13.7 |
| Minimum Cap | Each part of the air speed may reach at least this, m/s. | 0 or more | 10.65 |
| Maximum Cap | The take-off speed sets the cap only up to this, m/s. | 0 or more | 18.3 |
| Turn Rate | How fast the body turns toward the stick in the air, degrees per second. | 0 or more | 720 |
| Quick Turn Angle | With the stick at least this far behind the body, it turns at Quick Turn Rate, degrees. | 0 to 180 | 135 |
| Quick Turn Rate | Turn rate with the stick far behind the body, degrees per second. | 0 or more | 1500 |