Double Jump
- Perform extra jumps in the air! -

Information - Components - Modding Guide

Information
Action Type: Air movement.

Trigger Key: Jump.

Usage: Press Jump in midair to do a Double Jump.

Based On: Sonic Colours with Custom Design.

Components

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

Spin Actions (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 Double Jump may differ slightly.



Note: The Double Jump is part of the Spin Actions attachment.
Spin Actions also includes the Spin Jump, Spin Dash and Homing Attack actions.
Make sure you select the correct prims and scripts to avoid modifying other actions.


When modding the Double Jump 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 Double Jump Prim as highlighted here:

2. Open the Texture tab in the Build Tools window and click on the Color box.

3. Pick a colour and press Ok.

4. Take the object back in to your inventory.

5. Right-click on it and choose Add.

6. 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 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 Double Jump Settings.

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

These are the behaviour parameters:

Parameter Name Description Options
param_double_jump_power Determines the force of a Double Jump. Must be between 0.0 and 3.0.
param_double_jump_number Determines the number of extra jumps you can perform. Must be a WHOLE NUMBER
and AT LEAST ONE.
param_double_jump_spin_effects Determines if Spin Jump effects are triggered when performing a Double Jump. Must be TRUE or FALSE.
param_double_jump_spin_timeout Determines how long the Spin Jump effects will last (in seconds). Set to 0 to disable the timeout.

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_double_jump_power = 1.0;// Determines the force of a Double Jump. Must be between 0.0 and 3.0.

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

float

Ignore this
param_double_jump_power

Name of the parameter
=

=
1.0

Value
// Determines the force of a Double Jump.

Tells you what the parameter does.
Must be between 0.0 and 3.0.

Tells you how to change it.

This parameter controls the force of a Double Jump. It is currently set to 1.0. The orange text says it can any number between 0.0 and 3.0. For example, setting it to 3.0 will make the Double Jump three times stronger!

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 Double Jump!

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 Double Jump Settings.

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

The Double Jump has one animation slot. Only one animation can be assigned to this slot. Animations will start and stop depending on the current state of the Double Jump.

These are the animation states:

Slot Name Description Looping
anim_double_jump Plays when performing a Double Jump. Looping optional.

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_double_jump = "THW Anim - Double Jump";// Plays when performing a Double Jump. Looping optional.

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

string

Ignore this
anim_double_jump

Animation slot
=

=
"THW Anim - Double Jump"

Name of the assigned animation.
// Plays when performing a Double Jump.

When the animation plays.
Looping optional.

Looping info

This animation slot is used when you perform a Double Jump. The description says that the animation can be looped if desired.

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_double_jump = "Your animation";// Plays when performing a Double Jump. Looping optional.

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 Double Jump Settings.

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

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

These are the sound slots:

Slot Name Description Looping
sound_double_jump Plays when performing a Double Jump. 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_double_jump = "c1e281fd-908c-746c-cead-3c0a710f8ca8";// Plays when performing a Double Jump. MUST NOT be looped.

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

string

Ignore this
sound_double_jump

Sound slot
=

=
"c1e281fd-908c-746c-cead-3c0a710f8ca8"

Name or UUID of the assigned sound.
// Plays when performing a Double Jump.

When the sound plays.
MUST NOT be looped.

Looping info

This sound slot is used when you perform a Double Jump. 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.

5. 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.

6. 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%.

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 sounds!

Back to Modding Guide

Modding Effects

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

 

Pulse (Particle System) Origin
How to edit: Select the highlighted prim and open the Double Jump Pulse Effect script. Adjust the variables to your liking.
Colouring: This particle effect is scripted to use the prim's colour.

Back to Modding Guide

Sonic the Hedgehog® and related characters, assets and logos are registered trademarks of SEGA Corporation.
The Hedgehog Workshop is not affiliated, licensed, or endorsed by SEGA Corporation in any way.
All products created by The Hedgehog Workshop are un-official and are always treated as such.