Documentation - Variables - Movement
How players move: speeds, jumping and the other impulse moves, gravity, and moving through liquids.
| Variable / Command | Description | Arguments / Fields |
|---|---|---|
gravity |
raw gravity value | value |
gravityscale |
multiply gravity by this much | value |
gravitycrouch |
multiply gravity by this at all times while crouching | value |
buoyancycrouch |
multiply buoyancy by this at all times while crouching | value |
floorcoastscale |
multiply floorcoast by this much | value |
aircoastscale |
multiply aircoast by this much | value |
slidecoastscale |
multiply slidecoast by this much | value |
movespeed |
baseline movement speed | value |
movecrawl |
multiplier of speed when crawling | value |
movestraight |
multiplier of speed when only moving forward | value |
movestrafe |
multiplier of speed when strafing | value |
moveinair |
multiplier of speed when in-air | value |
movestepup |
multiplier of speed when stepping up | value |
movestepdown |
multiplier of speed when stepping down | value |
impulseboost |
multiplier of impulse when boosting (double jump) | value |
impulseboostredir |
redirection scale of player’s momentum into a boost (double jump) | value |
impulsedash |
multiplier of impulse when dashing forward | value |
impulseboostup |
multiplier of impulse when boosting upward | value |
impulseboostupredir |
redirection scale of player’s momentum into a jump | value |
impulsekick |
parkour kick modifier | value |
impulsekickredir |
redirection scale of player’s momentum into a kick | value |
impulsewallrun |
multiplier of impulse for wallruns | value |
impulsewallrunnorm |
minimum parkour surface z normal | value |
impulsewallrunredir |
redirection scale of player’s momentum into a parkour | value |
impulsecount |
number of impulse actions per air transit | value |
impulsesliplen |
time before floor friction kicks back in | milliseconds |
impulsemelee |
multiplier of impulse when using melee | value |
impulsemeleeredir |
redirection scale of player’s momentum into a melee attack | value |
impulsecostmeter |
impulse meter capacity, 0 = freestyle | value |
floorcoast |
how long players keep their speed on the floor, higher is slipperier | value |
aircoast |
how long players and projectiles keep their speed in the air, higher is less drag | value |
slidecoast |
how long players keep their speed while sliding, higher is slipperier | value |
<liquid> is one of: water, water2, water3, water4, lava, lava2, lava3 or lava4, and optionally append alt for the alternate map variant.
| Variable / Command | Description | Arguments / Fields |
|---|---|---|
<liquid>buoyancy[alt] |
buoyancy of <liquid> material |
value |
<liquid>buoyancyscale[alt] |
multiply <liquid>buoyancy by this much |
value |
<liquid>falldist[alt] |
distance from a <liquid>fall within which players are pushed by it |
distance |
<liquid>fallspeed[alt] |
speed at which a <liquid>fall pushes players |
value |
<liquid>fallpush[alt] |
amount a <liquid>fall pushes players away from it |
value |
<liquid>speed[alt] |
multiplier of movement speed in <liquid> |
value |
<liquid>speedscale[alt] |
multiply <liquid>speed by this much |
value |
<liquid>coast[alt] |
how long players and projectiles keep their speed in <liquid>, higher is less drag |
value |
<liquid>coastscale[alt] |
multiply <liquid>coast by this much |
value |
<liquid>boost[alt] |
fraction submerged in <liquid> at which players get boosted out |
value |
<liquid>boostscale[alt] |
multiply <liquid>boost by this much |
value |
<liquid>submerge[alt] |
fraction submerged in <liquid> at which players are considered in it |
value |
<liquid>submergescale[alt] |
multiply <liquid>submerge by this much |
value |
Add alt to the end of these for the alternate map variant (mapvariant 2).
| Variable / Command | Description | Arguments / Fields |
|---|---|---|
<water\|water2\|water3\|water4>extinguish[alt] |
fraction submerged in <water\|water2\|water3\|water4> at which burning players are extinguished |
value |
<water\|water2\|water3\|water4>extinguishscale[alt] |
multiply <water\|water2\|water3\|water4>extinguish by this much |
value |
Add alt to the end of these for the alternate map variant (mapvariant 2).
| Variable / Command | Description | Arguments / Fields |
|---|---|---|
<lava\|lava2\|lava3\|lava4>burntime[alt] |
<lava\|lava2\|lava3\|lava4> burn residual lasts this long |
milliseconds |
<lava\|lava2\|lava3\|lava4>burndelay[alt] |
<lava\|lava2\|lava3\|lava4> burn residual damages players this often |
milliseconds |
moverun |
multiplier of speed when running | value |
movesprint |
multiplier of speed when sprinting | value |
movesprintrotvel |
sprinting stops building up when turning faster than this, 0 = no limit | value |
movesprintdecay |
rate at which sprinting decays when not running, 0 = instantly | value |
impulsejump |
multiplier of impulse when jumping | value |
impulsejumpredir |
redirection scale of player’s momentum into a jump | value |
impulseboostpitchmin |
minimum pitch of a boost | degrees |
impulseboostpitchmax |
maximum pitch of a boost | degrees |
impulsedashback |
multiplier of impulse when dashing backward | value |
impulsedashredir |
redirection scale of player’s momentum into a dash | value |
impulsepound |
multiplier of impulse when pounding | value |
impulsepoundredir |
redirection scale of player’s momentum into a pound | value |
impulselaunch |
multiplier of impulse when launching | value |
impulselaunchredir |
redirection scale of player’s momentum into a launch | value |
impulselaunchpitchmin |
minimum pitch of a launch | degrees |
impulselaunchpitchmax |
maximum pitch of a launch | degrees |
impulselaunchextra |
extra upward impulse added to a launch | value |
impulseslide |
multiplier of impulse when sliding | value |
impulseslideredir |
redirection scale of player’s momentum into a slide | value |
impulseslideinair |
minimum time in the air before a slide can be started | milliseconds |
impulsewallrunstep |
minimum step size in which to climb | distance |
impulsewallrunhead |
minimum space above the head for climbing | distance |
impulsekickpitchmin |
minimum pitch of a wall kick | degrees |
impulsekickpitchmax |
maximum pitch of a wall kick | degrees |
impulseclimb |
multiplier of impulse when climbing | value |
impulseclimbredir |
redirection scale of player’s momentum into a climb | value |
impulsegrab |
multiplier of impulse when grabbing a wall | value |
impulsegrabredir |
redirection scale of player’s momentum into a wall grab | value |
impulsegrabplayer |
multiplier of impulse when grabbing a player | value |
impulsegrabplayerredir |
redirection scale of player’s momentum into a player grab | value |
impulsevaultstyle |
when to transition into a vault (bitwise OR) | wallrun climb |
impulsevaultpitchclamp |
clamp vault pitch to the player’s pitch | bool |
impulsevaultpitch |
pitch to funnel into when vaulting | degrees |
impulsevaultminspeed |
minimum fraction of player speed kept when vaulting | value |
impulsecounttypes |
impulse actions that count towards impulsecount (bitwise OR) | jump boost dash slide launch melee kick grab wallrun vault pound pusher |
impulsepoundstyle |
pound style; 0 = stop moving first, 1 = allow moving |
value |
impulseyawtime |
time taken to turn the view yaw when starting a wallrun | milliseconds |
impulseyawscale |
amount the view yaw turns to follow a wallrun | value |
impulsepitchtime |
time taken to turn the view pitch when starting a wallrun | milliseconds |
impulsepitchscale |
amount the view pitch turns to follow a wallrun | value |
impulserolltime |
time taken to roll the view when wallrunning | milliseconds |
impulserollscale |
amount the view rolls when wallrunning | value |
impulsetouchtypes |
impulse actions that count as touching a surface (bitwise OR) | jump boost dash slide launch melee kick grab wallrun vault pound pusher |
impulsetouchmasks |
impulse actions that need a touch before they can be used again (bitwise OR) | jump boost dash slide launch melee kick grab wallrun vault pound pusher |
impulsecoastmask |
impulse actions during which slide coast is used (bitwise OR) | jump boost dash slide launch melee kick grab wallrun vault pound pusher |
impulseregenmask |
impulse actions which must have finished before the impulse meter regenerates (bitwise OR) | jump boost dash slide launch melee kick grab wallrun vault pound pusher |
impulsedashtolerate |
tolerate dashes for jumps; 1 = during their length, 2 = also during their delay |
value |
impulsevaulttolerate |
tolerate vaults for jumps; 1 = during their length, 2 = also during their delay |
value |
impulsecostcount |
impulse meter cost of regenerating one count | value |
impulsecostrelax |
impulse actions that can be used without enough meter (bitwise OR) | jump boost dash slide launch melee kick grab wallrun vault pound pusher |
impulsecostscale |
scale impulse costs by how much the impulse is scaled | bool |
impulseregendelay |
delay before the impulse meter regenerates | milliseconds |
<action> is one of: jump, boost, wallrun, dash, vault, slide, launch, pound, kick, melee, climb, grab, grabplayer.
| Variable / Command | Description | Arguments / Fields |
|---|---|---|
impulsecost<action> |
impulse meter cost of a <action> |
value |
<action> is one of: jump, boost, dash, slide, launch, melee, kick, grab, wallrun, climb, vault, pound.
| Variable / Command | Description | Arguments / Fields |
|---|---|---|
impulse<action>move |
multiplier of movement control during a <action> |
value |
impulse<action>gravity |
multiplier of gravity during a <action> |
value |
<action> is one of: jump, boost, dash, slide, launch, melee, kick, grab, wallrun, vault, pound.
| Variable / Command | Description | Arguments / Fields |
|---|---|---|
impulse<action>len |
length of time a <action> lasts |
milliseconds |
impulse<action>delay |
extra time after a <action> during which actions that check it in their mask are blocked |
milliseconds |
impulse<action>mask |
impulse actions that must have finished before a <action> can be used (bitwise OR) |
jump boost dash slide launch melee kick grab wallrun vault pound pusher |
impulse<action>wait |
time of plain movement needed after the impulse actions in its wait mask finish before another <action> can be used, 0 = off |
milliseconds |
impulse<action>waitmask |
impulse actions whose finish starts the wait before a <action> (bitwise OR) |
jump boost dash slide launch melee kick grab wallrun vault pound pusher |
<action> is one of: jump, boost, dash, slide, launch, melee, kick, grab, wallrun, vault, pound, pusher, checkpoint.
| Variable / Command | Description | Arguments / Fields |
|---|---|---|
impulse<action>reset |
impulse action timers reset upon a <action> (bitwise OR) |
jump boost dash slide launch melee kick grab wallrun vault pound pusher |
impulse<action>clear |
impulse state cleared upon a <action> (bitwise OR) |
meter count type regen slip pusher collect-meter last-meter collect-count last-count |
<state> is one of: crouch (crouching), run (running), sprint (sprinting), move (moving), inair (in the air).
| Variable / Command | Description | Arguments / Fields |
|---|---|---|
impulse<state>regenmeter |
multiplier of impulse meter regeneration while <state> |
value |
impulse<state>regencount |
multiplier of impulse count regeneration while <state> |
value |
<action> is one of: jump, boost, dash, slide, launch, melee, kick, grab, wallrun, vault, pound, pusher.
| Variable / Command | Description | Arguments / Fields |
|---|---|---|
impulse<action>regenmeter |
multiplier of impulse meter regeneration during a <action> |
value |
impulse<action>regencount |
multiplier of impulse count regeneration during a <action> |
value |