Air Acceleration

[Open Assets] Air Acceleration 1.3.0

A big update has finally come out after.. 5 months?!

Changes:
  • Code cleanup
  • Removed and edited some comments, adding new ones along the way
  • Friendlier for people who want to add Air Acceleration to a character/addon
  • player.aadisable: Set this to 1 (or 2, I haven't tested this yet) every tic to disable Air Acceleration temporarily.
  • Command improvements:
    • airacceleration: Merged from airacceleration_toggle and airacceleration_amount, the range is now from 0% for disabling, to 100% max instead of 1-65536.
    • airacceleration_limit: Renamed from airacceleration_max_amount, not only does the range now go from -1 to 100%, but now it is also usable in singleplayer once cheats are enabled.
    • Better command feedback
  • Fixed moving while transforming super, and possibly some other cases as well
A big issue I know of is that Record Attack/main menu replays break with Air Acceleration loaded. Please let me know if you happen to find a solution to this.


srb22130.gif
I should have done this long ago, but you can no longer move while hurt and dead, and possibly in other situations where you shouldn't be able to move.


Also, expect a new character in a while from now.
I had this sitting in my folder for a while, and finally decided to share it.

With help from luigi budd, most multiplayer resynchs should be fixed! Hopefully though, since I don't really have a way to test this.
I finally figured out how to make this work for the Manual and Strafe control schemes!
The reason it wasn't working before was that it was applied on a global rotation, instead of your rotation.
(This does not have luigi budd's fixes, since I found the variables to not load properly when you join a level)
Sorry, the airacceleration_amount variable works now.
  • Cool!
Reactions: rocklight124
I'm not sure whether to call this 1.2.1 or 1.3, but here is the update anyways.
Apparently Shadow's ability breaks due to me tampering with the forwardmove and sidemove variables (the easy way of doing this), so I decided, I would just translate the game's C code relating to movement, into Lua. Now it should be more accurate than ever!

Short version: I copied the game's code to double air movement accurately.
  • Cool!
Reactions: rocklight124
It's here!
  • If you were to add the mod while in game, the effect wouldn't apply properly until the next map, but that has now been fixed. "That's just incredible!"
  • For characters that don't change their thrust factor all the time, a 100x more reliable method is used to apply it. Not sure why I didn't do this before, maybe I made that choice very early in development. Actually, while writing, I decided to use a completely new method for applying the effect for all characters. This time it's 200x more reliable. Now it should eliminate most bugs related to super speed.
  • My dog just gave me a jumpscare.
I also keep forgetting to mention that this mod works well with any momentum mod as well as Air Options.
No fix for the local server resynch problem yet (just try to keep your toggle value the same between both instances), but I did fix an issue where the player's control can go nuts in Sakura Solstice.
Fixed an error. That's it
  • Cool!
Reactions: HazeX2
This time, I fixed an issue where in the OLDC, switching skins to someone else will make you go superspeed, and a similar effect would happen when starting some levels. I did a rather hacky solution where the effect doesn't apply for the first 5 tics of the level.

Shame on me for not trying out the latest OLDC until today..
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