PBMovement
HL2 style character movement, ported from Project Borealis. Bunnyhopping, air strafing, surfing, and more!PB Movement for Voices of the Void
Gives your character Half-Life 2 / Source-engine movement - air-strafing, bunnyhopping, and surfing - in place of VotV's default movement.
What you get
Air-strafing, bunnyhop (manual or auto), surfing on steep ramps Source-style, classic HL2/Source style character movment straight from Project Borealis.
Built for VotV a09 / a09n.
Configuring it - PBMovement.ini
| Setting | What it does |
|---|---|
EnableGraft |
true/false master switch. Set to false to temporarily get vanilla VotV movement back without uninstalling. |
RunSpeed |
Your normal move speed. PB defaults are HL2-scale. |
SprintSpeed |
Speed while holding your run key. |
WalkSpeed |
Slow-walk speed. |
JumpZVelocity |
How high you jump. |
AutoBunnyhop |
true = hold jump to auto-bhop. false = you must tap jump each time. |
AirControl |
How much you can steer mid-air. 1.0 is full HL2-style control. |
Music at speed ([Music])
Play a song of your own once you are actually moving fast. No music ships with
the mod - drop a file in the same folder as main.dll and name it:
[Music]
File = The Laser Dance Song.mp3 ; Example
WAV, MP3 and FLAC work (OGG does not). It fades in once you pass SpeedOn
(800 uu/s) and fades back out below SpeedOff (650). Both defaults are
above your sprint speed on purpose - sprinting alone won't start it, you have
to have built real speed by bunnyhopping, ABH or surfing.
| Setting | What it does |
|---|---|
File |
Your song. Empty (the default) turns the feature off entirely. |
SpeedOn / SpeedOff |
Fade in at/above the first, out below the second. The gap stops it flickering while you hover at the threshold. |
Volume |
0-1. Your in-game volume sliders still apply on top. |
FadeIn / FadeOut |
Seconds for each fade. |
Loop |
Repeat while you stay fast. |
RestartEachTime |
false = a brief dip resumes where it left off. true = always start from the top. |
Requires EnableGraft = true (with the graft off there is no movement tick to
read your speed from).
Surf feel (if ramps don't behave)
Nothing to tune: whether a ramp catches you is decided the way Project Borealis
decides it; if sliding along the surface would throw you upward faster than a
jump, it isn't treated as a floor and you surf. BounceMultiplier in [Surf]
is the only knob left (extra bounce off slope clips; 0 = none).
The remaining sections ([Acceleration], [Braking], [EdgeFriction],
[Slope], [Misc]) are for fine-tuning the exact feel - the defaults match
Project Borealis, so you can leave them alone unless you're chasing a specific
feel.
How it works
PB's UPBPlayerMovement/APBPlayerCharacter are native engine classes that
can't be registered into the shipped game, so instead of instantiating them we
port PB's logic into the mod and graft it onto VotV's existing
UCharacterMovementComponent. Two techniques:
- Per-instance vtable swap:
on player spawn we copy the component's vtable, point the movement virtuals
(
CalcVelocity,DoJump,HandleSlopeBoosting,GetMaxSpeed,NewFallVelocity,ShouldLimitAirControl) at our ported C++, and swap the instance's vtable pointer. Only the player's component is affected. - Blueprint bytecode patch: VotV's settings
graph overwrote
AirControl/JumpZVelocityevery load, so weNopRangethose twoEX_Letwrites inExecuteUbergraph_mainPlayer(size-preserving) so PB's values stick.
Credits & license
Movement design and reference implementation by Project Borealis (PBCharacterMovement), which is released under the MIT License. This mod ports that movement logic and grafts it onto VotV's player at runtime.
Physics reference from Jiangwei Chong's Half-Life Physics Reference
