Action Actuator: Flipper

Action Actuator: Flipper
  • Acts like a flipper on a pin ball machine
     
  • Receives a Positive Pulse: 
    • Plays Action forward at current frame
  • Receives a Negative pulse:
    • Reverses Action at current frame
  • Stops playing the Action when it reaches the start or the end of the Action
Flipper:
  • The type of Action Actuator
Force:
  • The Action is applied as a force to the game object
Add:
  • With each frame, the force is added to the current amount
     
  • Example:  force = 1.0
    • 1st frame:  force = 0.0 + 1.0 = 1.0
       
    • 2nd frame:  force = 1.0 + 1.0 = 2.0
       
    • 3rd frame:  force = 2.0 + 1.0 = 3.0
L:
  • Enabled:
    • Use Local (object axis) axis
  • Disabled:
    • Use World axis
Action Name:
  • Name of the Action to be played
Continue:
  • Enabled:
    • Action continues from the last place it was stopped
  • Disabled:
    • Action (re)starts at the beginning
Start Frame:
  • The frame of the selected Action to start at
     
  • Range:
    • 0.00 to 300,000.00
End Frame:
  • The frame of the selected Action to stop atk
     
  • Range:
    • 0.00 to 300,000.00
Child:
  • Enabled:
    • Updates the action on all children of the game object
  • Disabled:
    • Doesn't update the action on all children of the game object
Blendin:
  • The number of frames to use when changing actions
     
  • Range:
    • 0 - 32767
  • Example:
    • Changing from a Walk to a Run action
       
    • Both with same Blendin of 5
       
    • Frame 1:
      • Walk action 100% influence
         
      • Run action 0% influence
    • Frame 2:
      • Walk action 80% influence
         
      • Run action 20% influence
    • Frame 3:
      • Walk action 60% influence
         
      • Run action 40% influence
    • Frame 4:
      • Walk action 40% influence
         
      • Run action 60% influence
    • Frame 5:
      • Walk action 20% influence
         
      • Run action 80% influence 
    • Frame 6:
      • Walk action 0% influence
         
      • Run action 100% influence
Priority:
  • The execution priority
     
  • Range:
    • 0 (highest) to 100 (lowest)
  • Actions with the highest priority will override lower priority actions
     
  • Overriding actions must be lower in the stack
Layer:
  • Animation Layer to play the action on
     
  • Range:
    • 0 to 32766
Layer Weight:
  • Percentage of the previous layer to blend into the animation layer
     
  • Range:
    • 0.00 to 1.00
Frame Property:
  • Assign the current frame number of the action to a game object property
     
  • Property must be on the same game object as the action
Action:
  • The type of actuator
Name:
  • Actuator name
Pin:
  • Enabled: 
    • Always display the Actuator
  • Disabled: 
    • Only display when the State Mask group the Actuator is linked to is being displayed
Checkbox:
  • Enabled:
    • Actuator is turned on
  • Disabled:
    • Actuator is turned off
Note:
  • Actuators can be connected to more than one controller
     
  • Actuators connected to a controller(s) belong to the same State Mask group(s) as the controller(s)