3rd Person – Hover

Type: Player Brain
Level: 3 star
Pages: 1
Description: Limited flight mechanic. Player hovers at a fixed height with a special effect under his feet. Although has an attack option, they will only be able to melee enemies that are also hovering. Player cannot walk.

Kode

  1. WHEN [once] DO [team][equals][team 1]
  2. WHEN DO [display meter][health][screen top left]
  3. WHEN DO [follow camera]Hover mechanic
  4. WHEN DO [play fx][Hover rings][at socket][position]
  5. WHEN DO [vectorvar:move direction][equals][left stick][from camera space]
  6. WHEN [raycast hit][direction][down][length][3]
  7. …WHEN DO [vectorvar:hover position][equals][hit position][plus][up]
  8. …WHEN [else] DO [vectorvar: hover position][equals][position][plus][down][multiplied by][2]
  9. WHEN DO [vectorvar:move direction][y][equals][0]
  10. WHEN DO [vectorvar:target position][equals][vectorvar:hover position][plus][vectorvar:move direction]
  11. WHEN [button A][pressed] DO [jump}
  12. …WHEN DO [play fx][fx: Thruster small][at socket][left foot][overlapping]
  13. …WHEN DO [play fx][fx:thruster small][at socket][right foot][overlapping]
  14. …WHEN DO [voolvar:jumping][equals][true]
  15. WHEN [boolvar: jumping]
  16. …WHEN[left stick] DO [move]
  17. …WHEN [falling]
  18. …/…WHEN[countdown timer][0.3] DO [jumping][equals][false]
  19. …WHEN[else] DO [move][with flying][with swimming][toward][vectorvar:target position][min distance][0][without deceleration]Attack buttons
  20. WHEN [button X][pressed] DO [attack]
  21. WHEN [button Y] DO [shoot][in direction][forward]Standard Interactable Kode
  22. WHEN [detect][interactable][objects in front]
  23. …WHEN DO[highlight it yellow]
  24. …WHEN [is using keyboard] DO [display][middle mouse button][ above ][ it]
  25. …WHEN[using controller][or][is using touch] DO [display][icon:B][above] [it]
  26. …WHEN [button B][pressed] DO [interact]

 

Alterations

Drop to fight option
This will drop your player lower in the hover so they can attack enemies on the ground. You will need to reduce the size of the detect bubble for this to work effectively as you will only ideally want the player to drop when they are very close.
Change to
5. WHEN [detect ][enemies] DO
6. …WHEN [raycast hit][direction][down][length][1]
7…./…WHEN DO [vectorvar:hover position][equals][hit position][plus][up]
8…./…WHEN [else] DO [vectorvar: hover position][equals][position][plus][down][multiplied by][2]
9. …WHEN [else]
10. …WHEN [raycast hit][direction][down][length][3]
11…./…WHEN DO [vectorvar:hover position][equals][hit position][plus][up]
12…./…WHEN [else] DO [vectorvar: hover position][equals][position][plus][down][multiplied by][2]

 

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