Low gravity

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Marth8880
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Low gravity

Post by Marth8880 »

I am making a map located on our moon. How would I simulate at least low-gravity conditions? Also, is there a way to have particle effects, e.g., dust, fly up when units walk around?
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Re: Low gravity

Post by THEWULFMAN »

You cannot change gravity levels. And you canot add dust fx to a unit only when he is walking, it would have to be all the time.
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Re: Low gravity

Post by Marth8880 »

THEWULFMAN wrote:You cannot change gravity levels.
Yes, I know, that is why I said simulate low gravity. Isn't there a way to decrease the fall time for jumping? I think I remember seeing something like that before...
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Re: Low gravity

Post by THEWULFMAN »

Marth8880 wrote:Yes, I know, that is why I said simulate low gravity. Isn't there a way to decrease the fall time for jumping? I think I remember seeing something like that before...
This is a game, so everything is simulated. You can not change gravity levels, that includes fall time.
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Re: Low gravity

Post by AQT »

Try playing around with these values to simulate low gravity to the best the engine will allow you:

Code: Select all

JumpHeight              = 1.78      // base jump height in meters
JumpForwardSpeedFactor  = 1.3       // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor   = 1.0       // boost side/backward part of velocity by this factor when jumping
ControlSpeed            = "jump   0.03 0.03 0.35"
You could also remove the units' jumping ability (or make the JumpHeight very low) and give them modified jump packs instead.
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Re: Low gravity

Post by acryptozoo »

some walkers have dust kick up when they walk
not sure if you can transfer that to units ...
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Re: Low gravity

Post by THEWULFMAN »

acryptozoo wrote:some walkers have dust kick up when they walk
not sure if you can transfer that to units ...
You cant, I have tryed.
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Re: Low gravity

Post by acryptozoo »

THEWULFMAN wrote:
acryptozoo wrote:some walkers have dust kick up when they walk
not sure if you can transfer that to units ...
You cant, I have tryed.
thought so
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Re: Low gravity

Post by linksith »

what you could do is change the animation stuff (i think you want combo files but im not sure) to make it seem like a low gravity.
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Re: Low gravity

Post by Marth8880 »

linksith wrote:what you could do is change the animation stuff (i think you want combo files but im not sure) to make it seem like a low gravity.
I am unsure, but I remember Mav or Tean or somebody saying you cannot change the anims for jumping, etc.
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Re: Low gravity

Post by DarthD.U.C.K. »

animations dont demerminate speed and velocity anyway so you are best off modifying the jumpvalues.
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Re: Low gravity

Post by Dakota »

i thought of something... i notice how in combo files there is the gravity setting for jump attacks (just look at vader's for example) and it sets the gravity to times 4... wonder if you can convert it to something like a decimal for jumping... or at least the jump attacks...

also you could change gravity values from certain weapons (notice there is a gravity setting for things like grenades/other dispensibles/projectiles)
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Re: Low gravity

Post by Marth8880 »

Dakota wrote:i thought of something... i notice how in combo files there is the gravity setting for jump attacks (just look at vader's for example) and it sets the gravity to times 4... wonder if you can convert it to something like a decimal for jumping... or at least the jump attacks...
Hmm, I have never really taken a peek inside of a combo file. I should sometime, this sounds interesting.
Dakota wrote:also you could change gravity values from certain weapons (notice there is a gravity setting for things like grenades/other dispensibles/projectiles)
Yeah, I know about those.
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Re: Low gravity

Post by Snork »

The best way to do this would be to go to a game store, buy a game that has better physics (physics, period) and learn how to mod that one :thumbs:



edit: that sounded kinda trollish, I'm really just saying that it isn't worth the effort because the results will not be that great. I mean I suppose you could make a person-shaped hover vehicle and call it a space suit and have the player spawn in a hangar and make the space suit really bouncy but that just wouldn't be worth it.
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Re: Low gravity

Post by Dakota »

hmm speaking of low gravity i wonder if there is a way to make a grenade that does anti gravity and makes units float.

maybe a grenade that does no damage (or low damage) and plays an effect and there will be an auto turret that appears either above the grenade and pulls people up or maybe a better one would be an auto turret that is underground and pushes enemies up (the auto turret would be invisable, either no msh or just a reskin).
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Re: Low gravity

Post by Snork »

dakota.. while I am a big fan of convoluted schemes, that is just a bit too much
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Re: Low gravity

Post by Dakota »

Snork wrote:dakota.. while I am a big fan of convoluted schemes, that is just a bit too much
if you think thats a bit much you should see my black hole... or my prototype grenade that fires beams while it flys...
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Re: Low gravity

Post by THEWULFMAN »

Snork wrote:dakota.. while I am a big fan of convoluted schemes, that is just a bit too much

You cant argue with convoluted logic, you will never win!
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Re: Low gravity

Post by Fiodis »

THEWULFMAN wrote:You cant argue using convoluted logic, you will never win!
Fixed. The dark side of logic is not stronger than the light, only easier.

@ Dakota -
Dakota wrote:there will be an auto turret that appears
There's the problem. How does this auto turret simply appear?
Black holes and flying beam-grenades are actually fairly simple, compared to antigravity nades.

In the end, BF2 is a worthwhile game without antigrav. Aye? :)
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Re: Low gravity

Post by Marth8880 »

Fiodis wrote:Black holes and flying beam-grenades are actually fairly simple...
wut
Wait, so black holes are possible?
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