CryEngine.PlayerDynamicsParameters

CryEngine.PlayerDynamicsParameters

Inherits CryEngine.BasePhysicsParameters< pe_player_dynamics >.

Properties

float InertiaCoefficient [get, set]
Inertia coefficient. The higher it is, the less inertia there is; 0 means no inertia More...
float InertiaAcceleration [get, set]
Inertia on acceleration More...
float AirControlCoefficient [get, set]
Air control coefficient 0..1, 1 - special value (total control of movement) More...
float AirResistance [get, set]
Defines how fast velocity is damped when the entity is flying More...
Vector3 Gravity [get, set]
Gravity vector. Direction specifies the direction of the gravity and magnitude the strength of the gravity. More...
float NodSpeed [get, set]
Vertical camera shake speed after landings More...
bool IsSwimming [get, set]
Whether entity is swimming (is not bound to ground plane) More...
float Mass [get, set]
Mass in Kilograms More...
int SurfaceIdx [get, set]
Surface identifier for collisions More...
float MinSlideAngle [get, set]
If surface slope is more than this angle, player starts sliding. Angle is in radians. More...
float MaxClimbAngle [get, set]
Player cannot climb surfaces which slope is steeper than this angle. Angle is in radians. More...
float MaxJumpAngle [get, set]
Player is not allowed to jump towards ground if this angle is exceeded. Angle is in radians. More...
float MinFallAngle [get, set]
Player starts falling when slope is steeper than this. Angle is in radians. More...
float MaxGroundVelocity [get, set]
Player cannot stand on surfaces that are moving faster than this. More...
float ImpulseRecoveryTime [get, set]
Forcefully turns on inertia for that duration after receiving an impulse. More...
entity_query_flags ColliderTypes [get, set]
Entity types to check collisions against More...
PhysicsEntity LivingEntityToIgnore [get, set]
Ignore collisions with this living entity (doesn't work with other entity types) More...
bool Active [get, set]
False disables all simulation for the character, apart from moving along the requested velocity. More...
int RequestedTime [get, set]
Requests that the player rolls back to that time and re-executes pending actions during the next step More...
bool ReleaseGroundColliderWhenNotActive [get, set]
when not false, if the living entity is not active, the ground collider, if any, will be explicitly released during the simulation step. More...

Property Documentation

◆ Active

bool CryEngine.PlayerDynamicsParameters.Active
get
set

False disables all simulation for the character, apart from moving along the requested velocity.

◆ AirControlCoefficient

float CryEngine.PlayerDynamicsParameters.AirControlCoefficient
get
set

Air control coefficient 0..1, 1 - special value (total control of movement)

◆ AirResistance

float CryEngine.PlayerDynamicsParameters.AirResistance
get
set

Defines how fast velocity is damped when the entity is flying

◆ ColliderTypes

entity_query_flags CryEngine.PlayerDynamicsParameters.ColliderTypes
get
set

Entity types to check collisions against

◆ Gravity

Vector3 CryEngine.PlayerDynamicsParameters.Gravity
get
set

Gravity vector. Direction specifies the direction of the gravity and magnitude the strength of the gravity.

◆ ImpulseRecoveryTime

float CryEngine.PlayerDynamicsParameters.ImpulseRecoveryTime
get
set

Forcefully turns on inertia for that duration after receiving an impulse.

◆ InertiaAcceleration

float CryEngine.PlayerDynamicsParameters.InertiaAcceleration
get
set

Inertia on acceleration

◆ InertiaCoefficient

float CryEngine.PlayerDynamicsParameters.InertiaCoefficient
get
set

Inertia coefficient. The higher it is, the less inertia there is; 0 means no inertia

◆ IsSwimming

bool CryEngine.PlayerDynamicsParameters.IsSwimming
get
set

Whether entity is swimming (is not bound to ground plane)

◆ LivingEntityToIgnore

PhysicsEntity CryEngine.PlayerDynamicsParameters.LivingEntityToIgnore
get
set

Ignore collisions with this living entity (doesn't work with other entity types)

◆ Mass

float CryEngine.PlayerDynamicsParameters.Mass
get
set

Mass in Kilograms

◆ MaxClimbAngle

float CryEngine.PlayerDynamicsParameters.MaxClimbAngle
get
set

Player cannot climb surfaces which slope is steeper than this angle. Angle is in radians.

◆ MaxGroundVelocity

float CryEngine.PlayerDynamicsParameters.MaxGroundVelocity
get
set

Player cannot stand on surfaces that are moving faster than this.

◆ MaxJumpAngle

float CryEngine.PlayerDynamicsParameters.MaxJumpAngle
get
set

Player is not allowed to jump towards ground if this angle is exceeded. Angle is in radians.

◆ MinFallAngle

float CryEngine.PlayerDynamicsParameters.MinFallAngle
get
set

Player starts falling when slope is steeper than this. Angle is in radians.

◆ MinSlideAngle

float CryEngine.PlayerDynamicsParameters.MinSlideAngle
get
set

If surface slope is more than this angle, player starts sliding. Angle is in radians.

◆ NodSpeed

float CryEngine.PlayerDynamicsParameters.NodSpeed
get
set

Vertical camera shake speed after landings

◆ ReleaseGroundColliderWhenNotActive

bool CryEngine.PlayerDynamicsParameters.ReleaseGroundColliderWhenNotActive
get
set

when not false, if the living entity is not active, the ground collider, if any, will be explicitly released during the simulation step.

◆ RequestedTime

int CryEngine.PlayerDynamicsParameters.RequestedTime
get
set

Requests that the player rolls back to that time and re-executes pending actions during the next step

◆ SurfaceIdx

int CryEngine.PlayerDynamicsParameters.SurfaceIdx
get
set

Surface identifier for collisions