PlayerData¶
object.
- Inherit:
- ShapeBaseData
Description¶
Defines properties for a Player object.
Methods¶
-
void
PlayerData::
animationDone
(Player obj)¶ Called on the server when a scripted animation completes.
Parameters: obj – The Player object
-
void
PlayerData::
doDismount
(Player obj)¶ Called when attempting to dismount the player from a vehicle. It is up to the doDismount() method to actually perform the dismount. Often there are some conditions that prevent this, such as the vehicle moving too fast.
Parameters: obj – The Player object
-
void
PlayerData::
onEnterLiquid
(Player obj, float coverage, string type)¶ Called when the player enters a liquid.
Parameters: - obj – The Player object
- coverage – Percentage of the player’s bounding box covered by the liquid
- type – The type of liquid the player has entered
-
void
PlayerData::
onEnterMissionArea
(Player obj)¶ Called when the player enters the mission area.
Parameters: obj – The Player object
-
void
PlayerData::
onLeaveLiquid
(Player obj, string type)¶ Called when the player leaves a liquid.
Parameters: - obj – The Player object
- type – The type of liquid the player has left
-
void
PlayerData::
onLeaveMissionArea
(Player obj)¶ Called when the player leaves the mission area.
Parameters: obj – The Player object
-
void
PlayerData::
onPoseChange
(Player obj, string oldPose, string newPose)¶ Called when the player changes poses.
Parameters: - obj – The Player object
- oldPose – The pose the player is switching from.
- newPose – The pose the player is switching to.
-
void
PlayerData::
onStartSprintMotion
(Player obj)¶ Called when the player starts moving while in a Sprint pose.
Parameters: obj – The Player object
-
void
PlayerData::
onStartSwim
(Player obj)¶ Called when the player starts swimming.
Parameters: obj – The Player object
-
void
PlayerData::
onStopSprintMotion
(Player obj)¶ Called when the player stops moving while in a Sprint pose.
Parameters: obj – The Player object
-
void
PlayerData::
onStopSwim
(Player obj)¶ Called when the player stops swimming.
Parameters: obj – The Player object
Fields¶
-
float
PlayerData::
airControl
¶ Amount of movement control the player has when in the air. This is applied as a multiplier to the player’s x and y motion.
-
bool
PlayerData::
allowImageStateAnimation
¶ Allow mounted images to request a sequence be played on the Player . When true a new thread is added to the player to allow for mounted images to request a sequence be played on the player through the image’s state machine. It is only optional so that we don’t create a TSThread on the player if we don’t need to.
-
Point3F
PlayerData::
boundingBox
¶ Size of the bounding box used by the player for collision. Dimensions are given as “width depth height”.
-
float
PlayerData::
boxHeadBackPercentage
¶ Percentage of the player’s bounding box depth that represents the back side of the head. Used when computing the damage location.
-
float
PlayerData::
boxHeadFrontPercentage
¶ Percentage of the player’s bounding box depth that represents the front side of the head. Used when computing the damage location.
-
float
PlayerData::
boxHeadLeftPercentage
¶ Percentage of the player’s bounding box width that represents the left side of the head. Used when computing the damage location.
-
float
PlayerData::
boxHeadPercentage
¶ Percentage of the player’s bounding box height that represents the head. Used when computing the damage location.
-
float
PlayerData::
boxHeadRightPercentage
¶ Percentage of the player’s bounding box width that represents the right side of the head. Used when computing the damage location.
-
float
PlayerData::
boxTorsoPercentage
¶ Percentage of the player’s bounding box height that represents the torso. Used when computing the damage location.
-
float
PlayerData::
bubbleEmitTime
¶ Time in seconds to generate bubble particles after entering the water.
-
Point3F
PlayerData::
crouchBoundingBox
¶ Collision bounding box used when the player is crouching.
-
float
PlayerData::
crouchForce
¶ Force used to accelerate the player when crouching.
-
float
PlayerData::
decalOffset
¶ Distance from the center of the model to the right foot. While this defines the distance to the right foot, it is also used to place the left foot decal as well. Just on the opposite side of the player.
-
ParticleEmitterData
PlayerData::
dustEmitter
¶ Emitter used to generate dust particles.
-
SFXTrack
PlayerData::
exitingWater
¶ Sound to play when exiting the water with velocity gt = exitSplashSoundVelocity.
-
float
PlayerData::
exitSplashSoundVelocity
¶ Minimum velocity when leaving the water for the exitingWater sound to play.
-
float
PlayerData::
fallingSpeedThreshold
¶ Downward speed at which we consider the player falling.
-
bool
PlayerData::
firstPersonShadows
¶ Forces shadows to be rendered in first person when renderFirstPerson is disabled. Defaults to false.
-
SFXTrack
PlayerData::
FootBubblesSound
¶ Sound to play when walking in water and coverage equals 1.0 (fully underwater).
-
SFXTrack
PlayerData::
FootHardSound
¶ Sound to play when walking on a surface with Material footstepSoundId 1.
-
SFXTrack
PlayerData::
FootMetalSound
¶ Sound to play when walking on a surface with Material footstepSoundId 2.
-
ParticleEmitterData
PlayerData::
footPuffEmitter
¶ Particle emitter used to generate footpuffs (particles created as the player walks along the ground).
-
int
PlayerData::
footPuffNumParts
¶ Number of footpuff particles to generate each step. Each foot puff is randomly placed within the defined foot puff radius. This includes having footPuffNumParts set to one.
-
float
PlayerData::
footPuffRadius
¶ Particle creation radius for footpuff particles. This is applied to each foot puff particle, even if footPuffNumParts is set to one. So set this value to zero if you want a single foot puff placed at exactly the same location under the player each time.
-
SFXTrack
PlayerData::
FootShallowSound
¶ Sound to play when walking in water and coverage is less than footSplashHeight.
-
SFXTrack
PlayerData::
FootSnowSound
¶ Sound to play when walking on a surface with Material footstepSoundId 3.
-
SFXTrack
PlayerData::
FootSoftSound
¶ Sound to play when walking on a surface with Material footstepSoundId 0.
-
float
PlayerData::
footstepSplashHeight
¶ Water coverage level to choose between FootShallowSound and FootWadingSound.
-
SFXTrack
PlayerData::
FootUnderwaterSound
¶ Sound to play when walking in water and coverage equals 1.0 (fully underwater).
-
SFXTrack
PlayerData::
FootWadingSound
¶ Sound to play when walking in water and coverage is less than 1, but gt footSplashHeight.
-
float
PlayerData::
groundImpactMinSpeed
¶ Minimum falling impact speed to apply damage and initiate the camera shaking effect.
-
Point3F
PlayerData::
groundImpactShakeAmp
¶ Amplitude of the camera shake effect after falling. This is how much to shake the camera.
-
float
PlayerData::
groundImpactShakeDuration
¶ Duration (in seconds) of the camera shake effect after falling. This is how long to shake the camera.
-
float
PlayerData::
groundImpactShakeFalloff
¶ Falloff factor of the camera shake effect after falling. This is how to fade the camera shake over the duration.
-
Point3F
PlayerData::
groundImpactShakeFreq
¶ Frequency of the camera shake effect after falling. This is how fast to shake the camera.
-
float
PlayerData::
hardSplashSoundVelocity
¶ Minimum velocity when entering the water for choosing between the impactWaterMedium and impactWaterHard sound to play.
-
float
PlayerData::
horizMaxSpeed
¶ Maximum horizontal speed.
-
float
PlayerData::
horizResistFactor
¶ Factor of resistence once horizResistSpeed has been reached.
-
float
PlayerData::
horizResistSpeed
¶ Horizontal speed at which resistence will take place.
-
caseString
PlayerData::
imageAnimPrefix
¶ Optional prefix to all mounted image animation sequences in third person. This defines a prefix that will be added when looking up mounted image animation sequences while in third person. It allows for the customization of a third person image based on the type of player.
-
caseString
PlayerData::
imageAnimPrefixFP
¶ Optional prefix to all mounted image animation sequences in first person. This defines a prefix that will be added when looking up mounted image animation sequences while in first person. It allows for the customization of a first person image based on the type of player.
-
SFXTrack
PlayerData::
impactHardSound
¶ Sound to play after falling on a surface with Material footstepSoundId 1.
-
SFXTrack
PlayerData::
impactMetalSound
¶ Sound to play after falling on a surface with Material footstepSoundId 2.
-
SFXTrack
PlayerData::
impactSnowSound
¶ Sound to play after falling on a surface with Material footstepSoundId 3.
-
SFXTrack
PlayerData::
impactSoftSound
¶ Sound to play after falling on a surface with Material footstepSoundId 0.
-
SFXTrack
PlayerData::
impactWaterEasy
¶ Sound to play when entering the water with velocity lt mediumSplashSoundVelocity.
-
SFXTrack
PlayerData::
impactWaterHard
¶ Sound to play when entering the water with velocity gt = hardSplashSoundVelocity.
-
SFXTrack
PlayerData::
impactWaterMedium
¶ Sound to play when entering the water with velocity gt = mediumSplashSoundVelocity and lt hardSplashSoundVelocity.
-
float
PlayerData::
jetJumpEnergyDrain
¶ Energy level drained each time the player jet jumps.
-
float
PlayerData::
jetJumpForce
¶ Force used to accelerate the player when a jet jump is initiated.
-
float
PlayerData::
jetJumpSurfaceAngle
¶ Angle from vertical (in degrees) where the player can jet jump.
-
float
PlayerData::
jetMaxJumpSpeed
¶ Maximum vertical speed before the player can no longer jet jump.
-
float
PlayerData::
jetMinJumpEnergy
¶ Minimum energy level required to jet jump.
-
float
PlayerData::
jetMinJumpSpeed
¶ Minimum speed needed to jet jump. If the player’s own z velocity is greater than this, then it is used to scale the jet jump speed, up to jetMaxJumpSpeed.
-
int
PlayerData::
jumpDelay
¶ Delay time in number of ticks ticks between jumps.
-
float
PlayerData::
jumpEnergyDrain
¶ Energy level drained each time the player jumps.
-
float
PlayerData::
jumpForce
¶ Force used to accelerate the player when a jump is initiated.
-
float
PlayerData::
jumpSurfaceAngle
¶ Angle from vertical (in degrees) where the player can jump.
-
bool
PlayerData::
jumpTowardsNormal
¶ Controls the direction of the jump impulse. When false, jumps are always in the vertical (+Z) direction. When true jumps are in the direction of the ground normal so long as the player is not directly facing the surface. If the player is directly facing the surface, then they will jump straight up.
-
float
PlayerData::
landSequenceTime
¶ Time of land sequence play back when using new recover system. If greater than 0 then the legacy fall recovery system will be bypassed in favour of just playing the player’s land sequence. The time to recover from a fall then becomes this parameter’s time and the land sequence’s playback will be scaled to match.
-
float
PlayerData::
maxBackwardSpeed
¶ Maximum backward speed when running.
-
float
PlayerData::
maxCrouchBackwardSpeed
¶ Maximum backward speed when crouching.
-
float
PlayerData::
maxCrouchForwardSpeed
¶ Maximum forward speed when crouching.
-
float
PlayerData::
maxCrouchSideSpeed
¶ Maximum sideways speed when crouching.
-
float
PlayerData::
maxForwardSpeed
¶ Maximum forward speed when running.
-
float
PlayerData::
maxFreelookAngle
¶ Defines the maximum left and right angles (in radians) the player can look in freelook mode.
-
float
PlayerData::
maxJumpSpeed
¶ Maximum vertical speed before the player can no longer jump.
-
float
PlayerData::
maxLookAngle
¶ Highest angle (in radians) the player can look.
-
float
PlayerData::
maxProneBackwardSpeed
¶ Maximum backward speed when prone (laying down).
-
float
PlayerData::
maxProneForwardSpeed
¶ Maximum forward speed when prone (laying down).
-
float
PlayerData::
maxProneSideSpeed
¶ Maximum sideways speed when prone (laying down).
-
float
PlayerData::
maxSideSpeed
¶ Maximum sideways speed when running.
-
float
PlayerData::
maxSprintBackwardSpeed
¶ Maximum backward speed when sprinting.
-
float
PlayerData::
maxSprintForwardSpeed
¶ Maximum forward speed when sprinting.
-
float
PlayerData::
maxSprintSideSpeed
¶ Maximum sideways speed when sprinting.
-
float
PlayerData::
maxStepHeight
¶ Maximum height the player can step up. The player will automatically step onto changes in ground height less than maxStepHeight. The player will collide with ground height changes greater than this.
-
float
PlayerData::
maxTimeScale
¶ Maximum time scale for action animations. If an action animation has a defined ground frame, it is automatically scaled to match the player’s ground velocity. This field limits the maximum time scale used even if the player’s velocity exceeds it.
-
float
PlayerData::
maxUnderwaterBackwardSpeed
¶ Maximum backward speed when underwater.
-
float
PlayerData::
maxUnderwaterForwardSpeed
¶ Maximum forward speed when underwater.
-
float
PlayerData::
maxUnderwaterSideSpeed
¶ Maximum sideways speed when underwater.
-
float
PlayerData::
mediumSplashSoundVelocity
¶ Minimum velocity when entering the water for choosing between the impactWaterEasy and impactWaterMedium sounds to play.
-
float
PlayerData::
minImpactSpeed
¶ Minimum impact speed to apply falling damage. This field also sets the minimum speed for the onImpact callback to be invoked.
-
float
PlayerData::
minJumpEnergy
¶ Minimum energy level required to jump.
-
float
PlayerData::
minJumpSpeed
¶ Minimum speed needed to jump. If the player’s own z velocity is greater than this, then it is used to scale the jump speed, up to maxJumpSpeed.
-
float
PlayerData::
minLateralImpactSpeed
¶ Minimum impact speed to apply non-falling damage. This field also sets the minimum speed for the onLateralImpact callback to be invoked.
-
float
PlayerData::
minLookAngle
¶ Lowest angle (in radians) the player can look.
-
float
PlayerData::
minRunEnergy
¶ Minimum energy level required to run or swim.
-
float
PlayerData::
minSprintEnergy
¶ Minimum energy level required to sprint.
-
SFXTrack
PlayerData::
movingBubblesSound
¶ Sound to play when in water and coverage equals 1.0 (fully underwater). Note that unlike FootUnderwaterSound, this sound plays even if the player is not moving around in the water.
-
string
PlayerData::
physicsPlayerType
¶ Specifies the type of physics used by the player. This depends on the physics module used. An example is ‘Capsule’.
-
float
PlayerData::
pickupRadius
¶ Radius around the player to collide with Items in the scene (on server). Internally the pickupRadius is added to the larger side of the initial bounding box to determine the actual distance, to a maximum of 2 times the bounding box size. The initial bounding box is that used for the root pose, and therefore doesn’t take into account the change in pose.
-
Point3F
PlayerData::
proneBoundingBox
¶ Collision bounding box used when the player is prone (laying down).
-
float
PlayerData::
proneForce
¶ Force used to accelerate the player when prone (laying down).
-
int
PlayerData::
recoverDelay
¶ Number of ticks for the player to recover from falling.
-
float
PlayerData::
recoverRunForceScale
¶ Scale factor applied to runForce while in the recover state. This can be used to temporarily slow the player’s movement after a fall, or prevent the player from moving at all if set to zero.
-
bool
PlayerData::
renderFirstPerson
¶ Flag controlling whether to render the player shape in first person view.
-
float
PlayerData::
runEnergyDrain
¶ Energy value drained each tick that the player is moving. The player will not be able to move when his energy falls below minRunEnergy.
-
float
PlayerData::
runForce
¶ Force used to accelerate the player when running.
-
float
PlayerData::
runSurfaceAngle
¶ Maximum angle from vertical (in degrees) the player can run up.
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filename
PlayerData::
shapeNameFP
[4]¶ File name of this player’s shape that will be used in conjunction with the corresponding mounted image. These optional parameters correspond to each mounted image slot to indicate a shape that is rendered in addition to the mounted image shape. Typically these are a player’s arms (or arm) that is animated along with the mounted image’s state animation sequences.
-
SplashData
PlayerData::
Splash
¶ SplashData datablock used to create splashes when the player moves through water.
-
float
PlayerData::
splashAngle
¶ Maximum angle (in degrees) from pure vertical movement in water to generate splashes.
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ParticleEmitterData
PlayerData::
splashEmitter
[3]¶ Particle emitters used to generate splash particles.
-
float
PlayerData::
splashFreqMod
¶ Multipled by speed to determine the number of splash particles to generate.
-
float
PlayerData::
splashVelEpsilon
¶ Minimum speed to generate splash particles.
-
float
PlayerData::
splashVelocity
¶ Minimum velocity when moving through water to generate splashes.
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bool
PlayerData::
sprintCanJump
¶ Can the player jump while sprinting.
-
float
PlayerData::
sprintEnergyDrain
¶ Energy value drained each tick that the player is sprinting. The player will not be able to move when his energy falls below sprintEnergyDrain.
-
float
PlayerData::
sprintForce
¶ Force used to accelerate the player when sprinting.
-
float
PlayerData::
sprintPitchScale
¶ Amount to scale pitch motion while sprinting.
-
float
PlayerData::
sprintStrafeScale
¶ Amount to scale strafing motion vector while sprinting.
-
float
PlayerData::
sprintYawScale
¶ Amount to scale yaw motion while sprinting.
-
Point3F
PlayerData::
swimBoundingBox
¶ Collision bounding box used when the player is swimming.
-
float
PlayerData::
swimForce
¶ Force used to accelerate the player when swimming.
-
bool
PlayerData::
transitionToLand
¶ When going from a fall to a land, should we transition between the two.
-
float
PlayerData::
upMaxSpeed
¶ Maximum upwards speed.
-
float
PlayerData::
upResistFactor
¶ Factor of resistence once upResistSpeed has been reached.
-
float
PlayerData::
upResistSpeed
¶ Upwards speed at which resistence will take place.
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SFXTrack
PlayerData::
waterBreathSound
¶ Sound to play when in water and coverage equals 1.0 (fully underwater). Note that unlike FootUnderwaterSound, this sound plays even if the player is not moving around in the water.