Difference between revisions of "Control Reference"
(→Change Object Properties)
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! Change character
! Change character
| 1 to 8 || Changes the playable character into one of seven possible characters. The first two are different rabbits, the third one is a cat, the fourth is a rat, the fifth is a wolf, the sixth is a dog, and the seventh is Rabbot 2.0
| 1 to 8 || Changes the playable character into one of seven possible characters. The first two are different rabbits, the third one is a cat, the fourth is a rat, the fifth is a wolf, the sixth is a dog, and the seventh is Rabbot 2.0.
! Active ragdoll
! Active ragdoll
Revision as of 12:51, 6 July 2014
This control reference page is a comprehensive list of all actions available in the Overgrowth alpha. The main goal of this page is to detail all main functions and discrete maneuvers that can be executed. Please review this page with each alpha release.
- 1 Player Controls
- 2 Editor Controls
These functions are used when controlling a Player Character.
'Cmd' refers to the '⌘' key on Macs, and the 'Ctrl' key on PCs.
|Forward||W||Moves player forward.|
|Backward||S||Moves player backward.|
|Left||A||Moves player left.|
|Right||D||Moves player right.|
|Crouch||Shift||Makes player crouch.|
|Roll||Shift while Moving||Makes player roll along the ground, somersault while airborne, and regain control of its body when 'ragdolled.'|
|Jump||Space||Makes player jump.|
|Wall Jump||Space or Shift||Player jumps (space) or somersaults (shift) away from the wall.|
|Wall Run||Hold space while running on a wall||Player runs up a wall when coming at it straight on; runs along a wall if coming at it from an angle.|
|Ledge Grab||Hold right Mousebutton||Makes player grab horizontal ledges. Using the A and D keys will shimmy along the wall and even around corners. Using W will cause the character to pull himself up the ledge and releasing RMB allows the character to drop back to the ground. Note: The character must have free hands to ledge grab (e.g. weapons that cannot be sheathed will block ledge grabs)|
|Pick Up a Weapon/Item||Hold Q||If close to a weapon or item, picks it up. Note: The character has a slight animation that must complete before you can release the Q key and still hold on to the weapon. Note 2: Weapons can even be picked up while rolling provided the character is close enough.|
|Drop a Weapon/Item||Press Shift + Q||Drops weapon. Note: Character must be on the ground to drop weapons, applies to weapons in both hands.|
|Sheath/Unsheath a Weapon/Item||Press E||Sheaths the item or weapon (only one-handed weapons can be sheathed). Note: Only applies to the characters primary hand. (e.g. a right-handed character with a weapon in both hands will only sheathe/unsheathe the right hand weapon unless the player changes the off-hand weapon onto his primary hand)|
|Switch hand holding Weapon||Press B||Switches which hand the player holds the weapon with. Only weapons in the primary hand are used to fight. This has been changed as of a201 to a spinning animation. Players can restore the switch weapons function by following instructions on the SPF: Here|
Attack and Defense
Note: You need a live and hostile character less than around one meter away from you in order to be able to attack.
|Punch/Kick||Left mouse button||Context sensitive. Depends on whether or not the character is in motion and their distance. Exact attack may change depending on the controlled character.|
|Throw a Weapon||Press Q||If close to an enemy, the weapon will be thrown. Larger weapons are less accurate; Knives and spears work best. If the enemy has detected you, he may catch and use the weapon.|
|Slash||(While holding weapon) Left mouse button||Makes the player attack with a weapon in the hands.|
|Active Block||Right mouse button||If you tap right mouse button as you're being attacked, you'll perform an active block that will leave your opponent open for a moment.|
|Active Dodge||Movement Keys||If you move in a direction as you're being attacked, you'll perform an active dodge that will work against weapons while unarmed.|
|Judo Throw||Hold right mouse button||If you press and hold right mouse button as you're being attacked, you'll perform a counter throw on your opponent, in a136 this was changed to only be possible after a successful active block.|
|Choke Hold||Hold right mouse button||Choke holds are only possible if an enemy has not yet detected your presence. From a choke hold you can render the enemy unconscious with your hands, cut their throat with a weapon, or move them a short distance.|
|Throat Cut||(While in choke hold) Press Left mouse button||Quickly cuts the throat of enemy in choke hold.|
|Leg Cannon||(While airborne) Left mouse button||You'll kick with both legs towards the enemy's chest area, launching you towards the sky and your opponent to the ground.|
|Sweep||(While crouching) Left mouse button||Makes the player sweep the feet of enemies.|
|Tech||Tap Right Mouse Button as you are about to hit the ground||When you are about to hit the ground, recover quickly .|
|Restore characters||X||Restores all characters to full health, wakes up any "unconscious" ones, and removes all blood from the environment.|
|Reload Level||L||Restart the current level from the beginning.|
|Change character||1 to 8||Changes the playable character into one of seven possible characters. The first two are different rabbits, the third one is a cat, the fourth is a rat, the fifth is a wolf, the sixth is a dog, and the seventh is Rabbot 2.0.|
|Active ragdoll||Z||Puts all characters into ragdoll mode. At the moment, in Alpha 114, the ragdolls are the world famous Active ragdolls, which try to protect themselves from nearby objects. In previous alphas, Z button put all characters into normal ragdoll mode.|
|Pain ragdoll||N||Makes the player and A.I fall to the ground in agony until you let go of the button. Added in Alpha 113, may disappear or change in future versions.|
|Floppy ragdoll||M||Makes the player and A.I fall to the ground like normal until you let go. This shortcut was added in Alpha 114 and was 'Z' previously. It may be changed back to '>' in a future alpha.|
|Animal voice Test||V||Plays a test voice phrase with lip sync. This shortcut was added in Alpha 117 and may disappear or change in future versions.|
|Combat mode toggle||C||The A.I added with the editor will now attack any hostiles assigned to them.|
|Neck Wound||,||The player suffers from a neck wound with blood gushing from it. Added in alpha 128 and may disappear in future versions. (press X or L to get up again)|
|Slo-Motion||Tab||Slows down the whole game.|
|Freeze Scene||Double-tap Tab||Freezes the game scene. Note: The game must be unfrozen to change between controlling the player and editor mode.|
|Insta-kill||F||Instantly kills nearby enemies with a death ray.|
These functions are used when the Editor Interface is active.
'Cmd' refers to the '⌘' key on Macs, and the 'Ctrl' key on PCs.
See the original blog post.
|Forward||W||Moves camera forward.|
|Backward||S||Moves camera backward.|
|Left||A||Moves camera left.|
|Right||D||Moves camera right.|
|Up||Shift + W||Moves camera up.|
|Down||Shift + S||Moves camera down.|
|Omni Tool||Click the Omni-Tool Button||Floating Toolbar||Allows simultaneous use of the Translate, Scale, and Rotate tools depending on context.|
|Translate||Click 'translate' button||Floating Toolbar||Click and drag to translate objects|
|Scale||Click 'scale' button||Floating Toolbar||Click and drag to perform a generic scale and right click and drag to perform a scale based on the plane the mouse is over with regard to the selected object.|
|Rotate||Click 'rotate' button||Floating Toolbar||Click and drag to perform a generic rotation and right click and drag to perform a rotation only involving the plane the mouse is over with regard to the selected object.|
|Paintbrush||Click 'paintbrush' button||Floating Toolbar||This tool appears to be broken in the current release (a201)|
|Game mode||Click 'Rabbot' or press 8||Home Tab||Switch to play mode. (from editor mode)|
|Editor mode||press '9' or ESC||None||Back to editor mode. (from play mode)|
|In game webbrowser||press 'F1'||None||Open the in game webbrowser.|
|Object browser||Load Item Button||Home Tab||Opens the object browser. Click on an object and then left click in the editor to place it. Currently all "active" weapons have the prefix "weapon_" in the "o2" tab. To import items not shown click the folder icon on the object browser.|
|Decal Selection tool /decal editor mode||press 'cmd-2'||None||To enter Decal selection/editor tool (This appears to have been removed in the current version, a201)|
|Load Object||cmd-l (or click 'load' button) + left-mouse-click||Opens up a dialogue box in which the user may specify an xml file containing object data (anything in "./Data/Objects" or "./Data/Levels"). Places selected objects in scene, centered at mouse click.|
|Copy Objects||cmd-c||Copies all selected objects (and their relative placement) into a copy buffer.|
|Paste Objects||cmd-v||Adds to scene all objects in the copy buffer. Centers objects at mouse location.|
|Select single object||double-left-click on object||Selects clicked on object and deselects all other objects. If the object is part of a group, the whole group is selected. Bounding box and slight glow indicate object is selected.|
|Toggle-select objects||shift + double-left-click on objects||Toggles whether or not clicked on object is selected. Preserves other existing selections.|
|Box select objects||left-click + right-click + drag, or left-click + 'b' + drag||Selects all objects whose centers lie within box drawn on screen. Deselects all other objects.|
|Box toggle-select objects||shift + left-click + right-click + drag, or shift + left-click + 'b' + drag||Toggles selection state for all objects whose centers lie within box drawn on screen. Preserves other existing selections.|
|Select decal that is under another decal||mouse wheel up/down||This onley works when you have atleast 2 decalsand one is on top of another. You need to select atleast 1 decal first and your mouse cursor needs to be on top of that one you want to select to do it|
|Select all||cmd-a||Selects all objects.|
|Deselect all||double-left-click away from all objects||Deselects all objects.|
Change Object Properties
|Make player-controlled||Shift+Cmd+P||Toggles whether a character is controlled by a human or by AI. A human-controlled character's spawn box has a green outline, an AI-controlled character's box has white outlines. If two characters are set to be human-controlled Overgrowth will start in split-screen mode the next time game-play is resumed from editor mode. The second player will be controllable via a USB controller.|
|Parameter Editor||Press U||Allows you to modify character parameters such as team, attack speed, and handedness.|
|Palette Editor||Press 'Cmd+P'||Allows you to modify character colors including but not limited to Leather, Fur, Pants, and Shirt. These color fields are different between the characters.|
For all transformations:
- In order to transform an object you must first select it.
- Hold ctrl to make movements snap by discrete increments.
- Hold alt to transform a clone of an object (or multiple objects), leaving the original object behind
- Left-click controls a 'generic' version of the transformation; right-click controls a version of the transformation contextually specific to the clicked on face. Holding shift locks the transformation to a single axis.
- Groups are transformed about the group center. Ungrouped objects, even if multiple are selected and transformed at once, are transformed about their own individual centers.
Set tool to 'translation', or set tool to 'omni tool' and hover mouse over central region of a bounding box face, or set tool to 'omni tool' and hold 't'.
|Camera relative||left-click + drag||Translates clicked on object along plane parallel to the screen.|
|Locked to plane||right-click + drag||Translates clicked on object along plane of clicked on face.|
|Locked to line||shift + right-click + drag||Translates clicked on object along normal of clicked on face.|
|force decal(s) to map onley one object/group||hold i||selected decal will onley map with that object that is directly underneath your mouse|
|force decal(s) to project onley those object(s) that you want them to||press o||selected decal will onley map with that object that is directly underneath your mouse|
|projection pox/angel||press p||to make projection box for decal|
Set tool to 'scale', or set tool to 'omni tool' and hover mouse near bounding box vertices, or set tool to 'omni tool' and hold 'e'.
|All dimensions||left-click + drag||Scales clicked on object in all dimensions (x, y, and z) at once.|
|Locked to plane||right-click + drag||Extends clicked on object along plane of clicked on face.|
|Locked to line||shift + right-click + drag||Extrudes clicked on object along normal of clicked on face.|
Just use the right-click scale tool, and scale down the object until it flips and its mirror image begins scaling up!
Set tool to 'rotation', or set tool to 'omni tool' and hover mouse near bounding box edges, or set tool to 'omni tool' and hold 'r'.
|Free||left-click + drag||Rotates clicked on object as if you are pushing the surface of a ball.|
|Locked to axis||right-click + drag||Rotates clicked on object about normal of clicked on face.|
|Group objects||cmd-g||All selected objects and groups are joined into a new group. Groups are hierarchical, so grouped groups are treated as subgroups. Objects in a group are selected as a unit and transform as a unit.|
|Ungroup objects||cmd-shift-g||All selected groups are disbanded at their outermost level.|
|Undo action||cmd-z||Undoes the last completed action.|
|Redo action||cmd-shift-z||Redoes the last undone action. Redo-able actions are cleared whenever the user completes a new action..|
|Delete object||delete or backspace||Deletes all selected objects|
|Auto-save||Automatic||Every 30 seconds or so the program automatically saves the entire level to the file "./Data/Levels/autosave.xml".|
|Save level||cmd-s||Saves entire level to the same path as the level was opened from, overwriting the old level file.|
|Save selected objects||cmd-shift-s||Saves-as all selected objects to a path specified by the user in a dialogue box.|