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New physics overrides (#11465)
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8 changed files with 148 additions and 22 deletions
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@ -7693,16 +7693,44 @@ child will follow movement and rotation of that bone.
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* 9 - zoom
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* Returns `0` (no bits set) if the object is not a player.
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* `set_physics_override(override_table)`
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* Overrides the physics attributes of the player
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* `override_table` is a table with the following fields:
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* `speed`: multiplier to default walking speed value (default: `1`)
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* `speed`: multiplier to default movement speed and acceleration values (default: `1`)
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* `jump`: multiplier to default jump value (default: `1`)
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* `gravity`: multiplier to default gravity value (default: `1`)
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* `speed_climb`: multiplier to default climb speed value (default: `1`)
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* Note: The actual climb speed is the product of `speed` and `speed_climb`
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* `speed_crouch`: multiplier to default sneak speed value (default: `1`)
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* Note: The actual sneak speed is the product of `speed` and `speed_crouch`
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* `liquid_fluidity`: multiplier to liquid movement resistance value
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(for nodes with `liquid_move_physics`); the higher this value, the lower the
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resistance to movement. At `math.huge`, the resistance is zero and you can
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move through any liquid like air. (default: `1`)
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* Warning: Values below 1 are currently unsupported.
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* `liquid_fluidity_smooth`: multiplier to default maximum liquid resistance value
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(for nodes with `liquid_move_physics`); controls deceleration when entering
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node at high speed. At higher values you come to a halt more quickly
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(default: `1`)
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* `liquid_sink`: multiplier to default liquid sinking speed value;
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(for nodes with `liquid_move_physics`) (default: `1`)
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* `acceleration_default`: multiplier to horizontal and vertical acceleration
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on ground or when climbing (default: `1`)
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* Note: The actual acceleration is the product of `speed` and `acceleration_default`
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* `acceleration_air`: multiplier to acceleration
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when jumping or falling (default: `1`)
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* Note: The actual acceleration is the product of `speed` and `acceleration_air`
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* `sneak`: whether player can sneak (default: `true`)
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* `sneak_glitch`: whether player can use the new move code replications
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of the old sneak side-effects: sneak ladders and 2 node sneak jump
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(default: `false`)
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* `new_move`: use new move/sneak code. When `false` the exact old code
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is used for the specific old sneak behavior (default: `true`)
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* Note: All numeric fields above modify a corresponding `movement_*` setting.
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* For games, we recommend for simpler code to first modify the `movement_*`
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settings (e.g. via the game's `minetest.conf`) to set a global base value
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for all players and only use `set_physics_override` when you need to change
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from the base value on a per-player basis
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* `get_physics_override()`: returns the table given to `set_physics_override`
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* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
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number on success
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