with offset

with offset Details Kode wheel segment Style Modifier Modifies 1st person camera, fixed, camera, shoot, throw, Primarily WHEN/DO DO Description As a camera Modifier Found in the Positioning sub folder. Used with a vector and a socket (head socket if not specified is the default). Places the camera at a relative position to the socket. WHEN... Continue Reading →

from socket

from socket Details Kode wheel segment Camera Style Modifier Modifies 1st person camera, should track socket,unequip, detach Primarily WHEN/DO DO Description As a camera modifier Paired with a socket position this tile will move the First person camera from the head of the player to the socket specified. Can create dramatic camera angles (such as... Continue Reading →

ignore jumping

ignore jumping Details Kode wheel segment Camera Style Modifier Modifies 1st person camera, follow camera, fixed camera, boom camera, look at target Primarily WHEN/DO DO Description Found in the Targeting folder of camera modifiers. When added to a camera tile this will ignore any jumping action the player does and not move the camera. For... Continue Reading →

transition easing

transition easing Details Kode wheel segment Camera Style Modifier Modifies 1st person camera, follow camera, fixed camera, boom camera Primarily WHEN/DO DO Description This tile controls the transition from one camera to another. It is paired with another tile that specifies the type of transition. Without this tile the cameras will switch from one to... Continue Reading →

should track socket

should track socket Details Kode wheel segment Camera Style Modifier Modifies 1st person camera, look at target, fixed camera, follow camera, boom camera Primarily WHEN/DO DO Description Used with a camera to create movement as the player moves. Creates an effect similar to physically attaching a camera gizmo to a socket in that it moves... Continue Reading →

without controls

without controls Details Kode wheel segment Camera Style Modifier Modifies 1st person camera, follow camera Primarily WHEN/DO DO Description When used with a camera tile it stops the right stick camera controls from working so you cannot tilt or adjust the camera.The camera view with be of the forward vector only. Example code WHEN DO... Continue Reading →

shoot

shoot Details Kode wheel segment Combat Style Specialised Modifiers at, in direction, pitch, with windup,  interrupt, without hit direction, with damage, at speed, launch strong, launch weak, yaw, with offset, lifetime, launch frequency, with gravity, bounce on impact, allow friendly fire, collidable with launcher, disallow friendly fire, unblockable, without targeting Primarily WHEN/DO DO Pre-made brains... Continue Reading →

centroid

centroid Details Kode wheel segment Positioning Style Vector variable Modifiers None Primarily WHEN/DO DO Pre-made brains that use it Unknown Positioning > centroid Description This tile is used to calculate the central vector within a group of objects in an object set. The centroid variable is a 3D vector x,y,z co ordinates. Example Code WHEN... Continue Reading →

yaw

yaw Details Kode wheel segment Movement Style Action Modifiers  quickly / slowly / toward / away from / invert / world relative / camera relative / object relative Primarily WHEN/DO DO Pre-made brains that use it Unknown Movement > yaw Description This tile will yaw an object or character in your world (it will spin on the spot).... Continue Reading →

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