Announcement

Collapse
No announcement yet.

Independent gravity [only screenshots for now]

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #46
    Hey guys, a little update for now.

    I've made both zones and volumes with configurable gravity. If the player is in a normal map (or isnt in either an escher zone or volume), theyll just fall wherever their feet are pointing. If theyre' in a zone only, they fall in which direction the zone tells them to. If theyre in both a zone and volume, they use the volume gravity.

    This should make things easy - you can use zones to set the gravity roughly for a large area and then add volumes inside it to give you the finer control you need.

    For the zones, you simply rotate them in the direction you want gravity to be going. For volumes, you first add the volume, then add a special actor inside it which you rotate to point in the direction of gravity (i thought this was much easier than setting up the vectors yourself). If you accidentally put 0 or more than 1 of these actors into a volume youll get log warnings letting you know.

    The volumes also have a toggle for point/field gravity. So by default, the actor you stick in there gives the direction of gravity in that zone. If you set the volume as a point source, that actor will instead be the center of gravity for that zone. This just makes things a lot easier for stuff like walking around the outside of a sphere - instead of having to use heaps of volumes all around it, you can just have one with a point gravity actor in the middle.

    Oh, one more thing - the volumes also respect priority, so you can have, say, a large volume enclosing a sphere to make people stick to the outside, and a bunch of smaller volumes with higher priority inside it to force people to walk on the inside surface.

    Comment


      #47
      can we get an early beta so we can see what we are working with? maybe just a huge COD with both examples in place?

      Comment


        #48
        i'd rather not. Especially with mapping, theres going to be a lot of things that need adjusting as we make the map to be sure it has the most flexibility etc. i'd prefer to iron all the bugs out myself before I release it, rather than have to do patch after patch afterwards.

        In any case, we're going to do the map as an assignment which means it HAS to be finished by end of semester (mid october), or we fail (;

        Comment


          #49
          In what way are vehicles affected by this mutator?

          Comment


            #50
            they aren't, yet.
            I was contemplating doing it, but i think for this release at least it would be counterproductive - id rather focus on getting player movement working.

            Vehicles end up being much more involved because every one is different. I remember for soldatUT there was no real way to make each vehicle work properly, and I had to spend hours rewriting each one individually.

            So, it might happen in future, but for now I think its best to just stick with DM/CTF/BR/DDOM maps.

            Comment


              #51
              Originally posted by pospi
              In any case, we're going to do the map as an assignment which means it HAS to be finished by end of semester (mid october), or we fail (;
              And I might be marking, so get back to work!!!

              (No serious, I might be. Don't think I will though)

              Comment


                #52
                Do it!!
                And give good marks, or I wont talk to you anymore!

                Comment


                  #53
                  Can i mention again that im so looking forward to this mod.

                  btw jeb (if you read this) lets do something with this together :P

                  Comment


                    #54
                    This will be very usefull... :up:

                    Comment


                      #55
                      Awesomeness :up: :up: :up:

                      I just might get back into mapping for this.

                      Comment


                        #56
                        Originally posted by pospi
                        they aren't, yet.
                        I was contemplating doing it, but i think for this release at least it would be counterproductive - id rather focus on getting player movement working.

                        Vehicles end up being much more involved because every one is different. I remember for soldatUT there was no real way to make each vehicle work properly, and I had to spend hours rewriting each one individually.

                        So, it might happen in future, but for now I think its best to just stick with DM/CTF/BR/DDOM maps.
                        I was thinking a bit more like slightly modifying the WheeledVehicleStunts: vehicles could always drive on walls. All you need then is a way to let heavy vehicles drive up a wall, make flying/hovering ones turn and fix the camera.

                        When you look at your character in behindview, is the camera aligned with the default floor or with the "character's floor"?

                        Comment


                          #57
                          Some ideas:

                          A triggerable volume that will reassign a player's gravitational orientation to a certain value. thus you can only run on the "Walla" by reaching the glowing circles on the floor near the corners, which will reassign your gravity as they indicate. This will allow mappers to have even more control over player gravity facing.

                          For bot AI, perhaps there's some way to subclass pathnodes and objects so that they have a surface value. Bot's will not try to navigate to a node that has a surface value different from their current gravity facing. Once they switch to another orientation, they will know they can get to these matching pathnodes as normal. They can also know that they will need to change their gravity to reach a given area, and so must go here or there, as appropriate. You'd proably need to have there be some sort of "state change" actor that will tell bots that going to a certain volume or zone will achieve their desired gravity in order to reach a certain objective.

                          Comment


                            #58
                            Originally posted by pospi
                            The volumes also have a toggle for point/field gravity. So by default, the actor you stick in there gives the direction of gravity in that zone. If you set the volume as a point source, that actor will instead be the center of gravity for that zone. This just makes things a lot easier for stuff like walking around the outside of a sphere - instead of having to use heaps of volumes all around it, you can just have one with a point gravity actor in the middle.

                            Oh, one more thing - the volumes also respect priority, so you can have, say, a large volume enclosing a sphere to make people stick to the outside, and a bunch of smaller volumes with higher priority inside it to force people to walk on the inside surface.
                            Oh sweet baby jesus, I was JUST about to ask you about that.

                            you sir, are a genius.

                            But on the inside of a sphere - if you can set it to a point where the gravity tends toward; can't you make it so tha there is a point where the gravity points away from? Maybe to help clean up some mess on teh inside of a sphere. Instead of having a ton of volumes, or some such.

                            Not like it'd be that big a deal either way, what you've accomplished so far is amazing.

                            Comment


                              #59
                              *slaps forehead*
                              Hey, youre right! Great idea!

                              no you, sir, are a genious :P

                              Comment


                                #60
                                Can I be a genius? I'll bring pikelettes

                                Comment

                                Working...
                                X