Also, afaik 2k3 didn't have quats.
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Independent gravity [only screenshots for now]
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Originally posted by pospi
It works by a new class for both the Pawn and PlayerController. At the moment i have both of those running just by mutators.
Presently gravity is applied relative to the facing of the player - you will always fall in the direction of your feet. this changes when youre touching a wall however, as it is then applied relative to the surface youre standing on. In the air your rotation is quaternion based, meaning that you can look in any direction without gimbal lock. When 'walking', the view is clamped so you can't look too far up or down, just like in normal UT. I also added an extra button for more control in the air - you hold it to roll your character instead of regular turning.
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Originally posted by pospi
wasn't really planning on doing any bot AI for it - i dont really understand much about AI.
In theory though if someone were to sit down and write code for it it would work, but then again i dont know much about how the editor calculates bot paths and whether that can be changed or not... But if anyone thinks they can do it and wants to help out youd be more than uber welcome to
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yeah i just extended from the wrong HUD when i was testing things (:
Making new pawn and PC classes does bring in a lot of conflicts for other mods and mutators - it probably wont work with mods, but most mutators should be alright. Its just the ones like excessive that replace pawn and PC as well that it won't work with (and i think excessive lets that be optional anyway so bad example). It will work fine with any of the standard gametypes though. So you could easily combine it with instagib or LMS.
Yes, you can jump on walls and ceilings. You can crouch too, but just at the moment i havent found a way to reduce collision height properly without some wierd side effects, so it's a bit iffy - at the moment you just look like youre crouching. It's not like PHYS_Spider, so when you bump into another wall you won't be able to run up it unless you jump off the first wall and point your feet at it.
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Is there a way to use this in a map so a mapmaker can "lock" the direction of the player's feet towards a certain vector while the player is in a certain area?
Like jumping with the gimbal lock, but in a direction that the mapmaker intends?
I think you went over this already but I think I missed it and besides I'm a little slow :bulb:
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Yeah, thats definitely possible, but something I havent really implemented yet.
I cant decide for the map I want to make whether people should have complete control over their gravity or it should be forced on them depending on where they're standing. I guess it depends on what we are trying specifically to achieve.
The way I would be doing it is to have a volume actor that players automatically read gravity direction in from if they are inside one. How do mappers feel about this? Would the sheer number of volumes required, and proper tesselation between them all be difficult to work with?
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Yeah true that, I guess it should just run as-is but read in gravity vectors from volumes if/when inside them.
What would mappers prefer here? Would it be easier to make the system volume based (probably a subclass of physicsVolume), or zone based? Im guessing zones would be easier (hell, you could even use the rotation of the zoneInfo to setup the gravity direction) but less flexible (cant imagine wanting to lay down 12 zone portals to make players walk around the outside of a cube...) or would these both be viable methods?
Hrm, gotta find out the best way to get the area a player is in, TouchingActors() sounds sloppy...
Anyhow I really need some suggestions here.. I'm not a mapper :P
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it would be for the best if you made it do both, well that's what i would like since i only use volumes when zones are use inconvient.
And good job for getting this far on it, i gave up quickly when i tried to do this.
You get this out and i will be very happy to make some crazy maps for this
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