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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Varying gravity

Author Topic: Varying gravity (8 messages, Page 1 of 1)
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YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Jul 3, 2012 04:42 PM    Msg. 1 of 8       
Does Halo CE have any way of creating gravity volumes where gravity is different in specific areas of a map?


Nickster5000
Joined: Dec 11, 2010


Posted: Jul 3, 2012 05:04 PM    Msg. 2 of 8       
I think you could with OpenSauce.

Unsure though.

But my idea would be to make a trigger volume, and have it so when it detects a player, it changes the gravity, and when you go into another trigger volume, it sets the gravity differently.

Would only work for SP most likely.


Kal825B
Joined: Jan 16, 2012

Last son of Krypt... Oh wait, i'm a clone.


Posted: Jul 3, 2012 06:22 PM    Msg. 3 of 8       
Quote: --- Original message by: ODST_Nick
I think you could with OpenSauce.

Unsure though.

But my idea would be to make a trigger volume, and have it so when it detects a player, it changes the gravity, and when you go into another trigger volume, it sets the gravity differently.

Would only work for SP most likely.


Jump height can be adjusted in certain areas of the map.
Edited by Caboose 14 on Jul 3, 2012 at 06:23 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 3, 2012 06:27 PM    Msg. 4 of 8       
Quote: --- Original message by: Caboose 14

Quote: --- Original message by: ODST_Nick
I think you could with OpenSauce.

Unsure though.

But my idea would be to make a trigger volume, and have it so when it detects a player, it changes the gravity, and when you go into another trigger volume, it sets the gravity differently.

Would only work for SP most likely.


Jump height can be adjusted in certain areas of the map.
Edited by Caboose 14 on Jul 3, 2012 at 06:23 PM


Jump height wouldn't quite be "gravity," though, because you'd still fall at the same rate. Altered gravity would affect things like grenades, vehicles, and projectiles that are affected by gravity (obviously) such as the Fuel Rod Gun.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 3, 2012 06:39 PM    Msg. 5 of 8       
With os, you can type :
Physics_set_gravity X

X is real. Gravity 0 makes the game freeze with bipeds AI.
If you want to play with gravity 0 and bipeds, set it to 0.001


Kal825B
Joined: Jan 16, 2012

Last son of Krypt... Oh wait, i'm a clone.


Posted: Jul 3, 2012 06:39 PM    Msg. 6 of 8       
Quote: --- Original message by: Echo77
Quote: --- Original message by: Caboose 14

Quote: --- Original message by: ODST_Nick
I think you could with OpenSauce.

Unsure though.

But my idea would be to make a trigger volume, and have it so when it detects a player, it changes the gravity, and when you go into another trigger volume, it sets the gravity differently.

Would only work for SP most likely.


Jump height can be adjusted in certain areas of the map.
Edited by Caboose 14 on Jul 3, 2012 at 06:23 PM


Jump height wouldn't quite be "gravity," though, because you'd still fall at the same rate. Altered gravity would affect things like grenades, vehicles, and projectiles that are affected by gravity (obviously) such as the Fuel Rod Gun.


Yeah, but i was thinking of a makeshift fix to get the problem solved.


jawa
Joined: Jun 26, 2011

Utinni!


Posted: Jul 3, 2012 08:26 PM    Msg. 7 of 8       
If you were willing to put some work into it you could increase the speed of pretty much everything moving in you map i.e. walking speed, driving, shooting etc. Then you could speed up player control with global. Finally use set_speed <real number> and slow everything down again. So everything will move the right speed but fall slower.
btw this does not need os.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jul 4, 2012 09:26 PM    Msg. 8 of 8       
I know how to do it for SP, but if you'r looking for MP idk how to make it sync. If you'r interested i'll post the script and a quick tutorial.

edit.
Quote: If you were willing to put some work into it you could increase the speed of pretty much everything moving in you map i.e. walking speed, driving, shooting etc. Then you could speed up player control with global. Finally use set_speed <real number> and slow everything down again. So everything will move the right speed but fall slower.
btw this does not need os.


That'd be a lot of work, for a result that wouldn't sync in MP. Game_speed doesn't work in MP. My way's easier :)
Edited by grunt_eater on Jul 4, 2012 at 09:35 PM

 

 
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