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A forum post by phort

It's all possible within the logic system.

Long jump example: Create a keyframe that increases the puppet's movement speed, decreases the acceleration, decreases gravity and decreases jump height. Create a selector that activates it when your long-jump button is pressed, and de-activates when the puppet touches the ground.

Dive: When the puppet is not on the ground and the dive button is pressed, activate a selector. Add a signal manipulator to convert the signal to a pulse, connect that pulse to a mover that gives the character a burst of forward speed. Change the character's pose and disable procedural animation using keyframes, and play a get up animation after the player touches the ground for a certain amount of time.

Pretty much any action you might want is possible with different combinations of laser pointers, zones, movers, keyframes, animation, and logic. Some things like the turn-around somersault can be pretty complicated to create logic for, but that's more of a limitation on the creator's ability rather than a limit on the toolset's capabilities.

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