Max.
Forward Velocity
- This is the player's maximum speed. He can be pushed higher
than this by projectiles, water pooters, or weapon recoil.
- See also:
Max. Backward Velocity
- This is the player's maximum speed when moving backwards.
He can be pushed higher than this by projectiles, water pooters,
or weapon recoil.
- See also:
Max. Perpendicular
Velocity
- This is the player's maximum speed when strafing.
He can be pushed higher than this by projectiles, water pooters,
or
weapon recoil. "Side-running" (holding down both Forward
and Strafe) should produce a top speed of sqrt((max forward velocity)^2
+ (max perpendicular velocity)^2) but I haven't verified this.
- See also:
Acceleration
- This is the player's acceleration. This value is used for
forwards, backwards, and strafing.
- See also:
Deceleration
- This is the player's deceleration. This value is used for
forwards, backwards, and strafing.
- See also:
Airborne Deceleration
- This is the player's deceleration while not touching the
ground.
- See also:
Gravitational
Acceleration
- This is how quickly the player starts falling. It does not
affect monsters or projectiles. How it is affected by low gravity
maps is unclear. A value of 0 will cause the player to fly, and
a negative value will cause the player to float up and bang his
head on the ceiling forever (very annoying). Note that gravity
is only applied while the player is not touching the ground,
so even with a negative number the player will stick to the floor
until he jumps off a ledge.
- See also:
Climbing Acceleration
- This is how quickly the player rises when passing into a
polygon with a high floor than the previous one. If this is set
to 0 the Marine will never rise. This is usually a bad idea as
it will let the Marine sink into floors, which looks very stupid
indeed. Note that the Climbing Acceleration in the Running section
also seems to control the speed at which the Marine can swim
up while underwater [HAS]. Also note that there seems to be no
way to change the maximum step height that the Marine can climb.
- See also:
Terminal Velocity
- This is the player's maximum rate of falling. Since Marathon
doesn't allow the Marine to shoot straight up or down I don't
know if this can be overridden by projectile impacts. Note that
a platform, if the Marine touches down on it, can drag him down
faster than this value.
- See also:
External Deceleration
- Seems to be the deceleration caused by hitting "characters".
But projectile deflection is controlled by the External Velocity
Scale, and hitting a monster brings the Marine to a halt instantly.
This might be the force applied to the Marine by moving media,
but this is untested [HAS]
- See also:
Angular Acceleration
- This is how quickly the player begins turning. This value
is used for both rotating and looking up and down.
- See also:
Angular Deceleration
- This is how quickly the player stops turning. This value
is used for both rotating and looking up and down.
- See also:
Maximum Angular
Velocity
- This is the player's maximum turning rate. This value may
be used for both turning and looking up and down.
- See also:
Angular Recentering
Velocity
- This is the velocity used to return the camera to horizontal
after looking up and down.
- See also:
Head Angular Velocity
- This is the speed at which the player "torso twists".
- See also:
Head Angular Maximum
- This is the angle to which the player "torso twists" while
holding down a glance key. The number 128 here indicates 1/4 of a
Bungie 512-degree
circle.
- See also:
Maximum Elevation
- This is the maximum angle at which the player can look up
or down. While increasing it won't cause any technical problems,
it will result in more visual distortion as the viewing angle
increases it (especially with regards to sprites, which will
look _very_ odd if seen from above or below). Also, the current
MI landscapes are not tall enough to cope with an increased viewing
angle and you'll get smearing visible. Something like a value
of 55 might still just about be ok to look at in game, though
you'll need to use replacement Landscape pics of suitable proportions
to avoid smearing in outdoor locations. [HAS]
External
Angular Deceleration
- The angular equivalent of External Deceleration. But since
Marathon's characters are cylinders they don't change shape when
rotating and therefore can't be blocked. No damage type imparts
angular momentum to the target and maps cannot contain rotating
objects. Use unclear.
- See also:
Step Delta
- The distance after which one "walking bounce" will
occur. Walking bounce does not occur when falling. Units unknown,
too small for WUs.
- See also:
Step Amplitude
- The amount by which the player's view bounces
up and down while walking. Set this to 0 for smooth gliding across
the floor à la
Pathways Into Darkness.
- See also:
Radius
- 1/2 the player's width. Seems to be measured directly in
WU. Also seems to be hard-coded into the engine, changing this
value has no effect [HAS].
- See also:
Height
- The player's height. Seems to be measured directly in WU.
What this corresponds to in the real world is discussed in great
detail on the Story Page. ;)
- See also:
Dead Height
- The elevation of the camera view from the Marine's lifeless
corpse. This may be measured down from the top of the player's
cylinder and is largely untested. Note that the camera itself
is not contrained by the map, only the cylinder, so a value that
puts the camera outside the Marine could put the camera through
the ceiling or under the floor.
- See also:
Camera Height
- The elevation of the camera view from the Marine. This may
be measured down from the top of the player's cylinder and is
largely untested. Note that the camera itself is not contrained
by the map, only the cylinder, so a value that puts the camera
outside the Marine could put the camera through the ceiling or
under the floor.
- See also:
Splash Height
- The elevation of the camera view from the Marine's dying
body. This may be measured down from the top of the player's
cylinder and is largely untested. Note that the camera itself
is not contrained by the map, only the cylinder, so a value that
puts the camera outside the Marine could put the camera through
the ceiling or under the floor. Unclear how this relates to Dead
Height.
- See also:
Half Camera Seperation
- The focal length of Marathon's texture mapping
system [HAS]. Under Infinity at least this value has been hard-coded
into the
engine and this field has no effect.