Boost
- Run at the speed of sound in a Sonic Boom!-

Information - Components - Modding Guide

Information
Action Type: Ground and air movement.

Trigger Key: Crouch.

Usage: Press the crouch key to start boosting. Press again to stop.

Based On: Sonic Rush and Sonic Unleashed.

Components

Action Module (HUD Module)
This module should be attached to your Action System HUD.
Click it to enable or disable the action.

Boost Action (Attachment)
This is the attachment where all of the scripts and effects are stored. It attaches to your Avatar Center.


Modding Guide

This guide uses the Personal Action System as an example. Your Boost may differ slightly.

 

When modding the Boost it is always recommended to turn on the Highlight Transparent feature (Control + Alt + T).

Always rez Action System objects on the ground when modding rather than wearing them.
This not only makes them easier to edit but will ensure that changes will not be lost when detaching them.

 

Modding Colours

1. Select the Root Prim as highlighted here:

2. Open the Content tab in the Build Tools window and open the script called Boost Settings.

 

To recolour the Boost you need to change these variables:

3. Turn on Editing Mode by setting edit_boost to TRUE. Before After

4. Save the script and wait for the Boost to enter Editing Mode.

Editing Mode activates all of the Boost effects so you can easily edit them.

5. Change the colour of the Boost Ovals and Boost Sparkles by altering these variables:



Blue

Cyan

Teal

Green

Olive

Yellow

Gold

Orange

Red

Pink

Magenta

Purple

White

Clear

Custom

Selecting Custom will allow you to apply your own textures to the Boost Ovals. If you do this you will need to open the Texture tab in the Build Tools window and adjust the Horizontal and Verticle texture settings to accomodate your texture. Apply your custom texture to the Boost Ovals by clicking on the Texture box.

These settings will automatically be changed back if you decide to use one of the built-in colours.

Setting the Boost Sparkles to Custom will change the sparkle colour to match the Sparkle Emitter prim colour. This will not update while Editing Mode is active unless you press the Reset button in the Boost Settings script window.

You can also mix the built-in colours with Boost Oval prim colours. Changing a Boost Oval prim colour to match the built-in colour will remove the white glow at the front. If you change the prim colour to a different colour you can achieve interesting results.


texcol_boost_ovals = "Red"
Prim Colour = White

texcol_boost_ovals = "Red"
Prim Colour = Red

texcol_boost_ovals = "Red"
texcol_boost_sparkles = "Gold"
Prim Colour = Yellow

6. Save the script to preview the new colours.

7. Set edit_boost to FALSE and save the script when finished.

The Boost uses the Shared Trail Effect in the Spin Actions attachment. You should colour this to match your Boost. Remember that doing this will affect the appearance of the Homing Attack and the Spin Dash because the trail is a shared effect.

8. Rez the Spin Actions attachment.

9. Select the Trail Effect prim as highlighted here:

10. Open the Texture tab in the Build Tools window and click on the Colour Box.

11. Pick a colour and press Ok.

12. Take the Boost and Spin Action attachments back in to your inventory and Add them to your avatar.

13. Try out your new colours!

Back to Modding Guide

 

Modding Settings

Every action includes a Settings script in its Root Prim. These scripts allows you to change various behaviour parameters, sounds, volumes and animations. In addition, almost every other script is moddable so you can change all of the effects too.

1. Select the Root Prim as highlighted here:

2. Open the Content tab in the Build Tools window and open the script called Boost Settings.

3. Find the // Parameters section of the script near the top.

These are the behaviour parameters:

Parameter Name Description Options
param_boost_speed Determines the velocity of the Boost. Must be between 0.0 and 6.0.
param_boost_skid Determines if a skidding effect triggers at the end of a Boost. Must be TRUE or FALSE.
param_boost_delay Determines if the camera will momentarily stay in place when performing a Boost. Must be TRUE or FALSE.
param_boost_camera_delay Determines how long the camera will stay in place when performing a Boost
(in seconds).
Must be between 0.0 and 2.0.
param_boost_trail Determines if a prim trail appears when performing a Boost.
(Requires the Spin Actions Attachment.)
Must be TRUE or FALSE.

You do not need any scripting experience to alter these settings. The orange text next to each parameter tells you what it does and how to change it. Let's look at the first parameter as an example:

float param_boost_speed = 3.0;// Determines the velocity of the Boost. Must be between 0.0 and 6.0.

If we break up this line we can see how it is structured:

float

Ignore this
param_boost_speed

Name of the parameter
=

=
3.0

Value
// Determines the velocity of the Boost.

Tells you what the parameter does.
Must be between 0.0 and 6.0.

Tells you how to change it.

This parameter controls the speed of the Boost. It is currently set to 3.0. The orange text says it can any number between 0.0 and 6.0. For example, setting it to 6.0 will make the Boost twice as fast!

You can change all of the parameters in the same way. Just make sure you set the values as indicated in the yellow text above.

Do not change or delete any speech marks [ " ], semi-colons [ ; ] or equal signs [ = ].

4. Change the parameters as you please.

5. Save and close the script.

6. Take the object back in to your inventory.

7. Right-click on it and choose Add.

8. Try out your tweaked Boost!

Back to Modding Guide

 

Modding Animations

Changing animations is done the same way as changing settings and sounds.

1. Select the Root Prim as highlighted here:

2. Open the Content tab in the Build Tools window and open the script called Boost Settings.

3. Find the // Animations section of the script near the top.

The Boost has four animation slots. One animation can be assigned to each slot. Animations will start and stop depending on the current state of the Boost.

These are the animation states:

Slot Name Description Looping
anim_boost_on_ground Plays when boosting on the ground. MUST be looped.
anim_boost_in_air Plays when boosting in the air. MUST be looped.
anim_boost_falling Plays when ending a boost in the air. Looping optional.
anim_skidding Plays when ending a boost on the ground. MUST NOT be looped.

You do not need any scripting experience to change animations. The orange text next to each animation slot tells you when it plays and if it must be looped. Let's look at the first animation slot as an example:

string anim_boost_on_ground = "THW Anim - Boosting on Ground";// Plays when boosting on the ground. MUST be looped.

If we break up this line we can see how it is structured:

string

Ignore this
anim_boost_on_ground

Animation slot
=

=
"THW Anim - Boosting on Ground"

Name of the assigned animation.
// Plays when boosting on the ground.

When the animation plays.
MUST be looped.

Looping info

This animation slot is used when you are Boosting on the ground. The description says that the animation MUST be looped.

4. Find an animation in your inventory that you want to assign to an animation slot.

5. Click and drag the animation from your inventory in to the Contents area of the Build Tools window.

6. Replace the currently assigned animation with the exact name of the new animation next to the animation slot.

string anim_boost_on_ground = "Your animation";// Plays when boosting on the ground. MUST be looped.

Do not change or delete any speech marks [ " ], semi-colons [ ; ] or equal signs [ = ].

7. Save and close the script.

8. Take the object back in to your inventory.

9. Right-click on it and choose Add.

10. Try out your new animations!

Back to Modding Guide

 

Modding Sounds

Changing animations is done the same way as changing settings and animations.

1. Select the Root Prim as highlighted here:

2. Open the Content tab in the Build Tools window and open the script called Boost Settings.

3. Find the // Sounds section of the script near the top.

The Boost has three sound slots. One sound can be assigned to each slot.

These are the sound slots:

Slot Name Description Looping
sound_boost_launch Plays at the start of a Boost. MUST NOT be looped.
sound_boost_whooshing_air_UUID* Loops while performing a Boost. MUST BE A UUID. MUST be looped.
sound_boost_skidding Plays when skidding at the end of a Boost. MUST NOT be looped.

You do not need any scripting experience to change sounds. The orange text next to each sound slot tells you when it plays and if it must be looped. Let's look at the first sound slot as an example:

string sound_boost_launch = "cdab143e-382a-e9b9-6f84-f7c21b811b5f";// Plays at the start of a Boost. MUST NOT be looped.

If we break up this line we can see how it is structured:

string

Ignore this
sound_boost_launch

Sound slot
=

=
"cdab143e-382a-e9b9-6f84-f7c21b811b5f"

Name or UUID of the assigned sound
// Plays when boosting on the ground.

When the sound plays.
MUST be looped.

Looping info

This sound slot is used when you start Boosting. The description says that the sound MUST NOT be looped.

4. Find a sound in your inventory that you want to assign to an sound slot.

NOTE: If a sound slot has _UUID at the end of its name you can only assign a UUID to it.
This is due to the way the sound slot plays its assigned sound.

A UUID is a 'key' of numbers and letters that links to something in Second Life.
You can only obtain the UUID of a sound in your inventory if you have all permissions (Modify, Copy and Transfer).

To get the UUID of a sound in your inventory, right-click on it and choose Copy Asset UUID.

5. Make sure you have read the note above and double-checked the sound slot you are modding.

6. If you have a UUID of a sound, copy it and paste it in place of the original sound in the sound slot.

Alternatively if you have a sound file in your inventory (with copy permissions), click and drag it from your inventory in to the Contents area of the Build Tools window.

Change the UUID in the sound slot to the exact name of your sound.

7. Scroll down and find the // Volumes section of the script.

Each sound slot has its own volume setting. You can alter the volume of each sound by changing the variable (number).

You must select a number between 0.0 and 1.0. An example is 0.5 which is equivilant to 50%.

8. Save and close the script.

9. Take the object back in to your inventory.

10. Right-click on it and choose Add.

11. Try out your new sounds!

Back to Modding Guide

Modding Effects

This is the Boost attachment. It uses prim effects and particle systems.

Before modding effects you should turn on Editing Mode.

1. Select the Root Prim as highlighted above.

2. Open the Content tab in the Build Tools window and open the script called Boost Settings.

3. Turn on Editing Mode by setting edit_boost to TRUE.

4. Save the script and wait for the Boost to enter Editing Mode.

Editing Mode activates all of the Boost effects so you can easily edit them.

 

NOTE: Each time you edit an effect you will need to Reset the Boost Settings script.
To do this, open the script and press the Reset button at the bottom-left of the script window.

 

Boost Ovals (Prim Effects) Origins
How to edit: Select one of the highlighted prims and open the Boost Oval script. Adjust the variables to your liking.
Do this for each Boost Oval. Note: This is the only way to change the size of the effect.

 

Sparkles (Particle System) Origin
How to edit: Select the highlighted prim and open the Sparkle Effect script. Adjust the variables to your liking.
Colouring: This particle effect must be coloured with the Boost Settings script.

 

Speed Lines (Particle Systems) Origins
How to edit: Select one of the highlighted prims and open the Speed Line Effect script. Adjust the variables to your liking.
Do this for each Speed Line Emitter.

 

Sonic Boom (Particle System) Origin
How to edit: Select the highlighted prim and open the Sonic Boom Effect script. Adjust the variables to your liking.

 

Dust (Particle System) Origin
How to edit: Select the highlighted prim and open the Dust Effect script. Adjust the variables to your liking.
Note: This effect appears to be backwards. This is intentional. The effect will look correct when you are boosting or skidding.

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