Janooba
New member
As it works now, the player maintains complete control over their airborne velocity direction, similar to Source Engine games. While this works for a lot of cases, I'd like to see a toggle somewhere under Physics or Motor in the Ultimate Character Locomotion script that allows us to set whether the velocity is shifted with rotations or maintains its original world trajectory.
I've taken a pretty deep look at the codebase, and it seems trying to get this affect using abilities or movement types would require a lot of hacky work-arounds. Not to mention the fact that an Ability just seems like the completely wrong place to define general movement rules. This is what leads me to request this as a feature instead.
Current Behaviour:
What I'd Like:
Edit:
I am aware of this thread: https://opsive.com/forum/index.php?threads/question-about-character-locomotion-on-ice.986/
I find it counter-intuitive to use an ability to add forces in order to simulate leftover velocity. If this is what I must do, I guess I will make it work, but it really does seem finicky.
I've taken a pretty deep look at the codebase, and it seems trying to get this affect using abilities or movement types would require a lot of hacky work-arounds. Not to mention the fact that an Ability just seems like the completely wrong place to define general movement rules. This is what leads me to request this as a feature instead.
Current Behaviour:
What I'd Like:
Edit:
I am aware of this thread: https://opsive.com/forum/index.php?threads/question-about-character-locomotion-on-ice.986/
I find it counter-intuitive to use an ability to add forces in order to simulate leftover velocity. If this is what I must do, I guess I will make it work, but it really does seem finicky.
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