Gravity on space maps [Solved]

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AhsokaTano
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Gravity on space maps [Solved]

Post by AhsokaTano »

Hi.
I make a space map. I put the ship sideway:

Image

But in the game the ship looks there:

Image

Image


How can i put the feet on the ground of the ship?
I think it is by gravity, but i don't know...
Thanks.
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Re: Gravity on space maps

Post by AQT »

The "gravity" in SWBF2 can only act towards where the terrain would be, even on space maps. So no, there is no way for you to change it.
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Re: Gravity on space maps

Post by AhsokaTano »

AQT wrote:The "gravity" in SWBF2 can only act towards where the terrain would be, even on space maps. So no, there is no way for you to change it.
Amm :( Ok, thanks.
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Re: Gravity on space maps

Post by DarthFannel »

WAIT! I knew there was no real gravity in the engine but how in the hell those vehicles can stay like that and not fall?
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Re: Gravity on space maps

Post by jdee/barc »

its a flyer vehicle. a hovertank (aat) or walker (atst) would almost insantly fall on the ground.
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Re: Gravity on space maps

Post by DarthFannel »

jdee/barc wrote:its a flyer vehicle. a hovertank (aat) or walker (atst) would almost insantly fall on the ground.
DERP! (seriously, is weird...)
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Re: Gravity on space maps

Post by AhsokaTano »

._. I'm confused... I want to put the ship sideway... :runaway:
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Re: Gravity on space maps

Post by Bob »

jdee/barc wrote:its a flyer vehicle. a hovertank (aat) or walker (atst) would almost insantly fall on the ground.
All vehicles stay on the point where there spawned before they get manned, even if they hover 9 kilometers above the ground and are turned sideways (I tried it some time ago).

Ontopic: AQT is right, there is no way to rotate the gravity. It acts only towards the floor of the map, not the floor of any object.
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Re: Gravity on space maps

Post by Fiodis »

Bob wrote:
jdee/barc wrote:its a flyer vehicle. a hovertank (aat) or walker (atst) would almost insantly fall on the ground.
All vehicles stay on the point where there spawned before they get manned, even if they hover 9 kilometers above the ground and are turned sideways (I tried it some time ago).
I tried it as well and found that hover tanks fall immediately after spawning, even if there's no one in them.
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Re: Gravity on space maps

Post by Bob »

Fiodis wrote:
Bob wrote:
jdee/barc wrote:its a flyer vehicle. a hovertank (aat) or walker (atst) would almost insantly fall on the ground.
All vehicles stay on the point where there spawned before they get manned, even if they hover 9 kilometers above the ground and are turned sideways (I tried it some time ago).
I tried it as well and found that hover tanks fall immediately after spawning, even if there's no one in them.
Sorry, my mistake.
I checked over the map again, my hovers had the line

Code: Select all

GravityScale            = 0.0
in their odfs, no wonder they didn't fall...
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Re: Gravity on space maps

Post by AhsokaTano »

Then, can i to put the ship sideway with that? or not? I'm very confused...
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Re: Gravity on space maps

Post by DarthD.U.C.K. »

the line is for hover vehicles to which gravity applies. it shouldnt have anny effect on fliers or units for that matter. there is no way to change gravity for units and therefore you cant put a capital ship sideways like that.
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Re: Gravity on space maps

Post by AhsokaTano »

Oh, ok. Thanks for all.

PD: This forum is cool.
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Re: Gravity on space maps

Post by RED51 »

I thought up a interesting scenario:
The ship has slightly capsized, but is still needs to defend itself. Gravity has malfunctioned, so pilots are forced to use makeshift walkways on the floor to reach their ships, which can still be launched.
Might have to use one the custom Venators with the top and bottom hangers to pull it off with out any troubles or at least a few.
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Re: Gravity on space maps

Post by Fiodis »

You could justify almost anything; that's not the point of the thread. The OP wants to have units walking along what BF2 sees as a vertical wall - that's just not possible.

It capsized in space? I thought that term was related to water.
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Re: Gravity on space maps

Post by RED51 »

Fiodis wrote: It capsized in space? I thought that term was related to water.
Couldn't think of another word, so bleh :P
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Re: Gravity on space maps

Post by Dakota »

i thought up a work around but its complex. teleportation regions. you can have a teleporter outside of a hanger way off map where you can spawn to from the ship's cps and it can be right side up and then outside of it you would fly a fighter out of it and it would teleport you to right infront of the original ship's hanger which would be sideways. you could then fly back into it and have it teleport you to the hanger, which would also hold the interior of the ship, like the auto turrets, engine, life support, shield, and turret rooms and all that. its a bit crude but it would work, unless you can't teleport fliers :?
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Re: Gravity on space maps

Post by Fiodis »

The actual hangar and its vehicles and any units inside it would show up way off the map, then. Not to mention you wouldn't see any units inside the fake hangar from the outside if you looked in. No, there's just no way to make this work even halfway properly.
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Re: Gravity on space maps

Post by Dakota »

Fiodis wrote:The actual hangar and its vehicles and any units inside it would show up way off the map, then. Not to mention you wouldn't see any units inside the fake hangar from the outside if you looked in. No, there's just no way to make this work even halfway properly.
i told u it would be crude. you could add vehecals into the fake hanger and you could try to mask the vehecals off the map by lod changing, fog, an extra sky box around it.

its complex to set up and crude once its done. maybe a ship at a slight angle would be better
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Re: Gravity on space maps

Post by Fiodis »

Dakota wrote:
Fiodis wrote:The actual hangar and its vehicles and any units inside it would show up way off the map, then. Not to mention you wouldn't see any units inside the fake hangar from the outside if you looked in. No, there's just no way to make this work even halfway properly.
i told u it would be crude. you could add vehecals into the fake hanger and you could try to mask the vehecals off the map by lod changing, fog, an extra sky box around it.
I did notice you said it would be crude. By "map" I meant the one that shows when you press the map key in-game.

We can actually come up with pseudo-workarounds for a lot of things, but if they're crude and complicated they're not much different from accepting that it isn't feasable or possible without so much discussion.
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