Movement Type
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The precise purpose and function of Movement Type forms is not yet documented. They appear to define base movement and turning speeds for actors, but they don't appear to have been officially documented.
Dialog[edit | edit source]
- ID: The editor ID.
- Movement Type ID: A separate name from the editor ID. This is apparently meant to be referenced from inside of Havok behavior graphs.
- Default Data: The default movement data used for this movement type. Races can define their own overrides.
- Here, you can define walking and running (not sprinting) speeds for the four cardinal movement directions: forward, back, left, and right.
- You can also define rotation speeds (measured in degrees) for rotating in place or rotating while running. There is no special speed for rotating while walking.
- Anim Change Thresholds: Unknown.
Notes[edit | edit source]
- Movement Types are seldom referenced directly by any other game data. However, Havok behavior graphs contain data which appears to refer to Movement Types. For example,
horsebehavior.hkx
contains aniState
animation variable, as well as additional variables namediState_HorseDefault
,iState_HorseFall
,iState_HorseSprint
, andiState_HorseSwim
. Movement Types exist that use the names (not editor IDs) HorseDefault, HorseFall, HorseSprint, and HorseSwim.- Default Movement Types are also set up for humanoid actors via Default Objects.
- "Running" and "sprinting" are different kinds of movement. "Walking" is most easily understood as the movement speed that the player is limited to when overencumbered, whether or not they're actually on the ground; "running" is faster movement than that. Sprinting is implemented as its own Movement Type (generally one that uses the same speeds for "walk" and "run").