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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Is there a way to modify gravity to absolutely anything?

Author Topic: Is there a way to modify gravity to absolutely anything? (11 messages, Page 1 of 1)
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tufferred
Joined: May 27, 2007

Smile! Life could be worse!


Posted: Jan 2, 2009 07:46 PM    Msg. 1 of 11       
Is there a way to modify gravity to absolutely anything? I just want to know.

I need to refrase that..Is there a way to modify gravity to something?
Edited by tufferred on Jan 2, 2009 at 07:56 PM


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Jan 2, 2009 08:02 PM    Msg. 2 of 11       
With vehicles, yes. In the vehicle tag, look for "physics" near the top. Open that tag, and look for "air gravity" and "water gravity". 1 = normal gravity, so 0.5 = half gravity and 2 = double gravity, etc.


tufferred
Joined: May 27, 2007

Smile! Life could be worse!


Posted: Jan 2, 2009 08:22 PM    Msg. 3 of 11       
sweet thanks


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Jan 2, 2009 10:34 PM    Msg. 4 of 11       
Here's an idea. Make a Vehicle that is an Anti Gravity suit. When you hold "E" to enter you will be in a vehicle "or a suit" that will have no gravity.


tufferred
Joined: May 27, 2007

Smile! Life could be worse!


Posted: Jan 2, 2009 10:45 PM    Msg. 5 of 11       
Wow I was just thinking the same thing after the last guy told me that, that's funny atleast to me lol? I'll try. First I need to get back into making vehicles, any recomended tutorials?


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jan 4, 2009 07:51 AM    Msg. 6 of 11       
or you could make a "suit zone" and just place a warthog or mongoose whatever in a room with the label suit zone or so, remove the model and set gravity to 0,
a banshee would be coolest lol superman anims

edit: i just thought of it, but i already have a rocket backpack, sort of the same idea, you could use that, but making it zero gravity would make it a dead space idea right? you jump, the acceleration just makes you go to the other side without interference of the gravity
Edited by BeachParty clan on Jan 4, 2009 at 07:54 AM


tufferred
Joined: May 27, 2007

Smile! Life could be worse!


Posted: Jan 4, 2009 02:38 PM    Msg. 7 of 11       
Lol I just imported the banshee to 3ds max and moved the markers to the masterchief it worked but they were perpendicular to each other, to fix this do you just move the suit to the grid so it's laying down?

I got this so far for the Superman thing, I just need to remove the lights!

http://uploaded.to/?id=ufxu80
Edited by tufferred on Jan 4, 2009 at 07:07 PM


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 4, 2009 08:30 PM    Msg. 8 of 11       
If you have 6 players floating around, all subject only to external forces and physics. Thats alot of work for processors, right? Plus, you might have to Overpower the weapons for Zero-G. What comes as kickback on earth would actually push you in the opposite direction in zero-g. You could also make a "thruster" weapon that shoots in the OPPOSITE of the direction you aim (if thats possible) making your reticle the direction you head in.

The problem is, if you make a map in space, you need to spawn somewhere with artificial gravity, and then if you get out of your vehicle you end up falling to your death (or at least drifting out in space).


bobbysoon
Joined: Feb 1, 2007


Posted: Jan 4, 2009 08:56 PM    Msg. 9 of 11       
there's a script command, vehicle_set_enterable_by_player or something like that. Maybe it'd also set exit-able.
If that doesn't work, the server could attach an object to the vehicle instead, which I've found prevents entering and exiting a vehicle.
So it'd be a script that if it's the server, it waits for a vehicle to be occupied, then makes the vehicle un-exit-able using one of the methods above, and then waits for the player to die (or game over), in a (script continuous )
don't forget to set rider_ejection=false
Edited by bobbysoon on Jan 4, 2009 at 09:03 PM


black doom
Joined: Oct 4, 2008

we will never stop, we can win the "impossible"


Posted: Jan 5, 2009 08:09 AM    Msg. 10 of 11       
also dont forget to set 0 gravity for projectiles.. i would like a space scorpion battle.


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Jan 7, 2009 02:46 PM    Msg. 11 of 11       
Quote: --- Original message by: bobbysoon

there's a script command, vehicle_set_enterable_by_player or something like that. Maybe it'd also set exit-able.
If that doesn't work, the server could attach an object to the vehicle instead, which I've found prevents entering and exiting a vehicle.
So it'd be a script that if it's the server, it waits for a vehicle to be occupied, then makes the vehicle un-exit-able using one of the methods above, and then waits for the player to die (or game over), in a (script continuous )
don't forget to set rider_ejection=false
Edited by bobbysoon on Jan 4, 2009 at 09:03 PM


How do the campaign scripts prevent you from exiting pelicans before you're supposed to?

 

 
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