| Player Creation / Player Set Editing / Player Set Additional Options
| To edit a player set's Additional Options, select the Additional Options tab in the Player Sets Window. The Additional Options tab contains controls for specifying Combat Options, Sequence Transition Options, Animation Sequence Frame Rates, and Physical Overlap Limits. The use of each control in the Additional Options tab is explained below.
| Combat Options
Rapid Fire Starting Frame Field | If the player fires a weapon so rapidly that his attack animation sequence is not yet complete by the time the next shot is fired, successive attack sequences will start from this frame. This makes it possible to create animated actions such as lifting a gun into the firing position prior to firing any number of bullets. Note that this property does not apply to running attack sequences, which always consist of a single frame. More information on running attacks is available in the Running Attack Considerations section.
Can Aim Up Checkbox | Determines whether the player can aim and attack upwards while the selected player set is active. Checking this box increases the number of animation sequences in the player set.
Can Aim Down Checkbox | Determines whether the player can aim and attack downwards while the selected player set is active. Checking this box increases the number of animation sequences in the player set.
Can Aim Diagonally Up Checkbox | Determines whether the player can aim and attack diagonally upwards while the selected player set is active. Checking this box increases the number of animation sequences in the player set.
Can Aim Diagonally Down Checkbox | Determines whether the player can aim and attack diagonally downwards while the selected player set is active. Checking this box increases the number of animation sequences in the player set.
No Attack Sequence When Running While Firing Checkbox | Normally when the player attacks while running, an attack animation frame is inserted into the running animation sequence. This checkbox allows the attack frame to be surpressed; in its place will be the cooresponding frame from the standard running animation sequence. More information on running attacks is available in the Running Attack Considerations section.
Hold Last Attack Frame After Jump Checkbox | If the player completes an attack while jumping, the final frame of his jump-attack sequence may be retained throughout the remainder of the jump. If this box is checked, the last frame of the attack animation will remain visible until the player lands.
Uses Single Falling Back Picture Checkbox | Determines whether the player appears the same when falling through the air as when tumbling on the ground. If this box is checked, the Falling Back sequences will be used in place of the Jumping while Falling Back sequences, simplifying the player's graphics set.
| Sequence Transition Options
Attack Sequence May Be Interrupted Checkbox | Normally when the player is attacking, he may not do anything else until after the attack animation is complete. Lengthy attack sequences could therefore make the controls unresponsive. If this box is checked however, the player will regain the abiliity to perform other actions, such as jumping or ducking. Note that attacks can never be interrupted prior to the Attack Frame, which determines the point at which the projectile is released. The Attack Frame is specified in the Animation Sequences tab.
Descending Frame When Head Hits Ceiling Field | Determines which frame of animation the player's descending sequence starts from after he jumps up and hits his head into the ceiling.
Display Last Animation Frame After Recovering From An Attack Checkbox | Determines whether the player's last standing frame appears as soon as he recovers from an attack and returns to his standard standing animation sequence. If this box is not checked, the player's standing sequence will begin from its first frame after he recovers.
Display Last Animation Frame After Recovering From An Attack While Airborne Checkbox | Determines whether the player's last standing frame appears as soon as he recovers from an attack and returns to his standard standing animation sequence. If this box is not checked, this player's standing sequence will begin from its first frame after he recovers.
Display Last Animation Frame After Walking Off Cliff Checkbox | Determines whether the player's last descending frame will be displayed after he recovers from an attack while airborne and continues to move downward through the air into his descending sequence.
| Animation Sequence Frame Rates
Stationary Field | The number of ticks that pass between frames of animation when the player is stationary. There are 30 ticks per second.
Walking Field | The number of ticks that pass between frames of animation when the player is walking. There are 30 ticks per second.
Jumping Field | The number of ticks that pass between frames of animation when the player is jumping. There are 30 ticks per second.
Attacking Field | The number of ticks that pass between frames of animation when the player is attacking. There are 30 ticks per second.
Climbing Field | The number of ticks that pass between frames of animation when the player is climbing. There are 30 ticks per second.
Falling Back Field | The number of ticks that pass between frames of animation when the player is falling after being hit by a projectile. There are 30 ticks per second.
Dying Field | The number of ticks that pass between frames of animation when the player is dying. There are 30 ticks per second.
| Physical Overlap Limits
Horizontal Overlap Limit Field | Determines the extent to which the player may overlap characters and other objects in the game without colliding with them. This value is measured in pixels. For example, if the Horizontal Overlap Limit is set to 10, a projectile may graze the player's side and pass up to 10 pixels into him before detonating.
Vertical Overlap Limit Field | Determines the extent to which the player may overlap characters and other objects in the game without colliding with them. This value is measured in pixels. For example, if the Vertical Overlap Limit is set to 10, a projectile may graze the player's head and pass up to 10 pixels into him before detonating.