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