Crysis 3 will use more ledge grabs (and now vaults too) mark up in its levels; for that reason, it seemed clear that the previous tool inherited from Crysis 2 was not good enough because:
All of these features are now available in the CryENGINE SDK from the GameCustom objects.
We have not one, but two ledge object types; the idea behind this split is to save memory, because most of those ledges do not require an entity, they are just markers in the level.
Both objects are based on the shape tool for mark-up placement and they can be found under GameCustom group in the rollup bar.
When do I use it? In most of the cases, if possible, always prefer this one.
LedgeStatic is always enabled, it can not be disabled.
This object won't be exported to the level.pak, it won't exist in the game as it is, meaning:
When do I use it?
If you don't need any of this (which will be the case 99% of the time), use the static one.
Most properties between static and non static ledges are common, the only difference is the fact that static ones don't have an 'Enable' options, as they are always active.
Option | Description |
---|---|
IsThin | For animation, to indicate a full vault animation can be performed (and not just a step up). |
IsWindow | For the logic to always execute the action, regardless of other filtering criteria applied to the normal case. |
LedgeFlipped | Flips the facing direction of a ledge. |
LedgeDoubleSide | Indicates this ledge can be used from 2 sides. |
For each side of the ledge, we can define also custom properties like:
Option | Description |
---|---|
LedgeType | Vault or Normal |
EndCrouched | For animation to end in crouch when the ledge/vault transition ends. |
EndFalling | For animation to indicate that the player will fall after the ledge is finished (no ground on the other side). |
Only available for non static ledges, allows for enabling/disabling a ledge. Also provides an output for when a ledge is used.
Ledges are color coded and display their facing direction. They can also be double sided.
As in Crysis 2, there is a limit in the number of ledge entities which can be placed (although it could be modified, it should be more than enough), and that number is 1024.
Additionally, each ledge can have up to 32 segments, the shape tool won't allow to place more. Those can be double sided as well, so that makes for a total theoretical number of ledges of 65535.