
This guide uses the Personal Action System as an example. Your Spin Dash may differ slightly.
When modding the Spin Dash it is always recommended to turn on the Highlight Transparent feature (Control + Alt + T).
Always rez Action System objects on the ground when modding rather than wearing them.
This not only makes them easier to edit but will ensure that changes will not be lost when detaching them.
Modding Colours
1. Select the Root Prim as highlighted here: |
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2. Open the Content tab in the Build Tools window and open the script called Spin Dash Settings.

3. Turn on Editing Mode by setting edit_spin_dash to TRUE.
4. Save the script and wait for the Spin Dash to enter Editing Mode.

Editing Mode activates all of the Spin Dash Charging effects so you can easily edit them.
5. Select the Spin Dash Charging Prim and the Spin Dash Rolling Prim as highlighted here:
(Hold down shift to select more than one prim.) |
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6. Open the Texture tab in the Build Tools window and click on the Color box.

7. Pick a colour and press Ok.
Note: This is a good time to adjust the size and position of the effects too.
8. Set edit_spin_dash to FALSE and save the script when finished.
The Spin Dash uses the Shared Trail Effect in the Spin Actions attachment. You should colour this to match your Spin Dash. Remember that doing this will affect the appearance of the Boost and the Homing Attack because the trail is a shared effect.
9. Select the Trail Effect prim as highlighted here:

10. Open the Texture tab in the Build Tools window and click on the Colour Box.
11. Pick a colour and press Ok.
12. Take the object back in to your inventory.
13. Right-click on it and choose Add.
14. Try out your new colours!
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Modding Settings
Every action includes a Settings script in its Root Prim. These scripts allows you to change various behaviour parameters, sounds, volumes and animations. In addition, almost every other script is moddable so you can change all of the effects too.
1. Select the Root Prim as highlighted here: |
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2. Open the Content tab in the Build Tools window and open the script called Spin Dash Settings.

3. Find the // Parameters section of the script near the top.
These are the behaviour parameters:
Parameter Name |
Description |
Options |
param_spin_dash_power |
Determines the velocity multiplier of the Spin Dash. |
Must be between 0.0 and 3.0. |
param_spin_dash_misfire |
Determines if a Spin Dash will fire or misfire when reaching maximum charge. |
Must be TRUE or FALSE. |
param_spin_dash_trail |
Determines if a prim trail appears when performing a Spin Dash. |
Must be TRUE or FALSE. |
You do not need any scripting experience to alter these settings. The orange text next to each parameter tells you what it does and how to change it. Let's look at the first parameter as an example:
float param_spin_dash_power = 3.0; // Determines the velocity multiplier of the Spin Dash. Must be between 0.0 and 3.0. |
If we break up this line we can see how it is structured:
float

Ignore this |
param_spin_dash_power

Name of the parameter |
=
= |
1.5

Value |
// Determines the velocity multiplier of the Spin Dash.

Tells you what the parameter does. |
Must be between 0.0 and 3.0.

Tells you how to change it. |
This parameter controls the velocity multiplier of the Spin Dash. It is currently set to 1.5. The orange text says it can any number between 0.0 and 3.0. For example, setting it to 3.0 will make the Spin Dash twice as fast!
You can change all of the parameters in the same way. Just make sure you set the values as indicated in the yellow text above.
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Do not change or delete any speech marks [ " ], semi-colons [ ; ] or equal signs [ = ]. |
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4. Change the parameters as you please.
5. Save and close the script.
6. Take the object back in to your inventory.
7. Right-click on it and choose Add.
8. Try out your tweaked Boost!
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Modding Animations
Changing animations is done the same way as changing settings and sounds.
1. Select the Root Prim as highlighted here: |
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2. Open the Content tab in the Build Tools window and open the script called Spin Dash Settings.

3. Find the // Animations section of the script near the top.
The Spin Dash has three animation slots. One animation can be assigned to each slot. Animations will start and stop depending on the current state of the Spin Dash.
These are the animation states:
Slot Name |
Description |
Looping |
anim_spin_dash_charging |
Plays when charging the Spin Dash. |
MUST be looped. |
anim_spin_dash_rolling |
Plays when performing the Spin Dash. |
MUST be looped. |
anim_spin_dash_misfire |
Plays when charging a Spin Dash for too long. |
MUST NOT be looped. |
You do not need any scripting experience to change animations. The orange text next to each animation slot tells you when it plays and if it must be looped. Let's look at the first animation slot as an example:
string anim_spin_dash_charging = "THW Anim - Spin Dash Charging"; // Plays when charging the Spin Dash. MUST be looped. |
If we break up this line we can see how it is structured:
string

Ignore this |
anim_spin_dash_charging

Animation slot |
=
= |
"THW Anim - Spin Dash Charging"

Name of the assigned animation |
// Plays when charging the Spin Dash.

When the animation plays |
MUST be looped.

Looping info |
This animation slot is used when you are Charging (revving) on the ground. The description says that the animation MUST be looped.
4. Find an animation in your inventory that you want to assign to an animation slot.
5. Click and drag the animation from your inventory in to the Contents area of the Build Tools window.

6. Replace the currently assigned animation with the exact name of the new animation next to the animation slot.
string anim_spin_dash_charging = "Your animation"; // Plays when charging the Spin Dash. MUST be looped. |
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Do not change or delete any speech marks [ " ], semi-colons [ ; ] or equal signs [ = ]. |
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7. Save and close the script.
8. Take the object back in to your inventory.
9. Right-click on it and choose Add.
10. Try out your new animations!
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Modding Sounds
Changing animations is done the same way as changing settings and animations.
1. Select the Root Prim as highlighted here: |
 |
2. Open the Content tab in the Build Tools window and open the script called Spin Dash Settings.

3. Find the // Sounds section of the script near the top.
The Boost has two sound slots. One sound can be assigned to each slot.
These are the sound slots:
Slot Name |
Description |
Looping |
sound_spin_dash_charging |
Plays when charging a Spin Dash. |
MUST NOT be looped. |
sound_spin_dash_release |
Plays when releasing a charged Spin Dash. |
MUST NOT be looped. |
You do not need any scripting experience to change sounds. The orange text next to each sound slot tells you when it plays and if it must be looped. Let's look at the first sound slot as an example:
string sound_spin_dash_charging = "c381fd9a-ffe0-0995-1040-b1682ddb1308"; // Plays when charging a Spin Dash. MUST NOT be looped. |
If we break up this line we can see how it is structured:
string

Ignore this |
sound_spin_dash_charging

Sound slot |
=
= |
"c381fd9a-ffe0-0995-1040-b1682ddb1308f"

Name or UUID of the assigned sound. |
// Plays when charging a Spin Dash.

When the sound plays. |
MUST NOT be looped.

Looping info |
This sound slot is used when you start Charging a Spin Dash. The description says that the sound MUST NOT be looped.
4. Find a sound in your inventory that you want to assign to an sound slot.
5. If you have a UUID of a sound, copy it and paste it in place of the original sound in the sound slot.
Alternatively if you have a sound file in your inventory (with copy permissions), click and drag it from your inventory in to the Contents area of the Build Tools window.

Change the UUID in the sound slot to the exact name of your sound.
7. Scroll down and find the // Volumes section of the script.
Each sound slot has its own volume setting. You can alter the volume of each sound by changing the variable (number).
You must select a number between 0.0 and 1.0. An example is 0.5 which is equivilant to 50%.
8. Save and close the script.
9. Take the object back in to your inventory.
10. Right-click on it and choose Add.
11. Try out your new sounds!
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Modding Effects
This is the Spin Actions attachment. It uses prim effects and particle systems.

Before modding effects you should turn on Editing Mode.
1. Select the Root Prim as highlighted above.
2. Open the Content tab in the Build Tools window and open the script called Spin Dash Settings.
3. Turn on Editing Mode by setting edit_spin_dash to TRUE.
4. Save the script and wait for the Spin Dash to enter Editing Mode.
Editing Mode activates all of the Spin Dash effects so you can easily edit them.
NOTE: Each time you edit an effect you will need to Reset the Spin Dash Settings script.
To do this, open the script and press the Reset button at the bottom-left of the script window. |
Revving Ball (Prim Effect) |
Origins |
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How to edit: Select the highlighted prim and open the Spin Dash Charging Effect script. Adjust the variables to your liking.
Note: This is the only way to change the size of the effect. |
Revving Dust (Particle System) |
Origin |
 |
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How to edit: Select the highlighted prim and open the Spin Dash Dust Particles script. Adjust the variables to your liking. |
Spin Ball (Prim Effect & Particle Effect) |
Origins |
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How to edit: Select the highlighted prim and open the Spin Dash Rolling Effects + Particles script. Adjust the variables to your liking. Note: This is the only way to change the size of the effect. Colouring: This particle effect is scripted to use the prim's colour. |
Shared Trail (Prim Effect) |
Origin |
 |
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How to edit: Select the highlighted prim and open the Trail Effect script. Adjust the variables to your liking.
Note: This is the only way to change the size of the effect. |
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