======Free Movement====== ---- **Free movement** is an in-development system for allowing the player to move freely around a [[map]] instead of being restricted to the grid. It replaces the previous experimental version and can be enabled on a per [[map]] basis from the bottom of the [[Map Properties]] panel. Please keep in mind that most functionality WILL NOT work when free movement is enabled. If you encounter an issue on a [[map]] with free movement enabled, please do not report it as a bug until further notice. Thank you! =====Current Functionality===== * **Basic Movement**: Player can walk around and explore the [[map]]. At this time, [[tile]] [[script|scripts]] do not work and other [[character|characters]] will still walk along the grid. Combat/attacking is not supported yet. * **Object/NPC Interaction**: Scripted [[object|objects]], [[item_container|item containers]], and [[npc|NPCs]] with [[dialogue]] can be interacted with by walking up to them and pressing "E". * **Collision:** [[object|Objects]] configured as passable will have no collision, everything else will have collision. * **Jumping:** Default jump height is approximately 12 voxels high, but can be changed from the debug console using "jump X", where X is a value from 0 to 10. Entering "jump" without a number will display the current value. * **Scripting:** [[object|Objects]] can have a "Character Collides" [[script]] which is triggered when the player collides with the [[object]]. For [[object|objects]] meant to behave as [[item]] pickups that will disappear when picked up, it's recommended to set them as passable in the [[Voxel Editor]] to prevent any slowdown when the player walks into them. =====Controls===== * **E:** Interact * **Shift:** Sprint * **Space:** Jump * **Left Mouse:** Attack =====Known Limitations===== The following list includes any known limitations specifically related to the new physics-based movement system. Any previously existing functionality that hasn't been implemented into the free movement system yet is not included in this list and should not be reported as a bug. * Player may get stuck on small steps or bumps in terrain and require jumping to get over them. * Collision only uses first frame of model and isn't updated when the frame changes. =====Planned Features===== The following list includes features that are planned as part of the free movement system and will also be entirely new to RPG in a Box. * Physics tab in gameplay configuration for customizing various mechanics * Enabling/disabling sprinting mechanic * Customizing speed modifier for sprinting * Enabling/disabling jumping mechanic * Customizing gravity, jump height, air control, jump count, etc. * Enabling/disabling fall damage * Customizing fall damage amount * Enabling/disabling crouching mechanic * Customizing crouch height, etc. * Customizing slopes, sliding, etc. * Attacking freely (i.e. no interaction needed) * Customizing interaction proximity, crosshairs, etc. * Head bobbing effect for first-person * Custom collision boxes for models * Custom zones in maps to trigger scripts or events * Collision boxes in maps to block areas or affect movement ~~NOTOC~~