Spin Jump
- Spin through the air with style! -

Information - Components - Modding Guide

Information
Action Type: Cosmetic.

Trigger Key: Jump.

Usage: Press the Jump key when on the ground.

Based On: Sonic Adventure 2 and Sonic Generations.

Components

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

Note: This action does not use an Action Module.


Modding Guide

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



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


When modding the Spin 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 Spin 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 Spin Jump Settings.

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

These are the behaviour parameters:

Parameter Name Description Options
param_spin_jump_effects Determines if Spin Jump effects are triggered when jumping. Must be TRUE or FALSE.
param_spin_jump_timeout Determines if Spin Jump effects will stop after a set period (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:

integer param_spin_jump_effects = TRUE;// Determines if Spin Jump effects are triggered when jumping. Must be TRUE or FALSE.

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

string

Ignore this
param_spin_jump_effects

Name of the parameter
=

=
TRUE

Value
// Determines if Spin Jump effects are triggered when jumping.

Tells you what the parameter does
Must be TRUE or FALSE.

Tells you how to change it

This parameter enables and disables the Spin Jump effects. It is currently set to TRUE. The orange text says it must be TRUE or FALSE.

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 Spin 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 Spin Jump Settings.

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

The Spin 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 Spin Jump.

These are the animation states:

Slot Name Description Looping
anim_spin_jump Plays when performing a Spin Jump. 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_spin_jump = "THW Anim - Spin Jump";// Plays when performing a Spin Jump. Looping optional.

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

string

Ignore this
anim_spin_jump

Animation slot
=

=
"THW Anim - Spin Jump"

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

When the animation plays.
Looping optional.

Looping info

This animation slot is used when you perform a Spin 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_spin_jump = "Your animation";// Plays when performing a Spin 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 Spin Jump Settings.

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

The Spin Jump has two sound slots. One sound can be assigned to each slot.

These are the sound slots:

Slot Name Description Looping
sound_spin_jump Plays when performing a Spin Jump. MUST NOT be looped.
sound_landing Plays when landing. 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_spin_jump = "6ed1171a-3a9d-9472-3861-cda2db1f2950";// Plays when performing a Spin Jump. MUST NOT be looped.

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

string

Ignore this
sound_spin_jump

Sound slot
=

=
"6ed1171a-3a9d-9472-3861-cda2db1f2950"

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

When the sound plays.
MUST NOT be looped.

Looping info

This sound slot is used when you perform a Spin 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.

 

Spin Ball (Prim Effect) Origins
How to edit: Select the highlighted prim and open the Spin Jump Effects + Particles script. Adjust the variables to your liking.

 

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

Back to Modding Guide

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