Forums | Hello Guest, Login or Register | > > L4Y Files: No longer here! < <
  Red Faction : [RED] Editing : Gravity Settings [Forum Rules]  
Page 1
Multiple Page Topic : 2 
Back to Forum Thread List

Bartalon   Posted 19th Nov 2005 3:21am
L4Y Member
Post 72 / 144

While designing my SP map I ran across a problem:

I used the event Set_Gravity so the player could fall down a 20 meter shaft without taking damage. When trying to set the gravity back to normal, I found there was no event to do so (or I didn't use the right one), so I had to use another Set_Gravity event to the approximate normal gravity settings.

If anyone could fill me in on the default gravity settings in meters/second (8 meters/s seems natural) or the name of the Event that removes changed gravity effects, I would appreciate it.

Another thing, can anyone tell me what the Invert and Switch events do? I noticed that Invert can make certain events work backwards, such as Black_Out_Player to generate a fade-in effect. Switch I'm assuming turns events on and off? Or am I wrong?

Any help is appreciated.
Phoenix AZ - Penny Arcade! - Check out my maps!    
goober   Posted 19th Nov 2005 3:37am
L4Y Member
Post 941 / 265

well all i know is, that it can be used to turn on/off particle/bolt emmiters and push regions in multi.. thats all i know..
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
Trigger   Posted 19th Nov 2005 3:59am
L4Y Member
Post 344 / 385

You could use a remove_object to get rid of the gravity [SP only]. There is also the option to use a climb region in your shaft.

You were right on both accounts about the Invert and Switch. The only time I have used a swtich was here.
If I ever get to where I am going, will I know when I am there?    Modified Nov 19th, 04:00am by Trigger
Bartalon   Posted 19th Nov 2005 4:16am
L4Y Member
Post 73 / 144

I believe I already tried using Remove_Object to try to reset the gravity, and it didn't work. I also tried switching it to off, which also didn't work. I'll try again, though, I guess.
Phoenix AZ - Penny Arcade! - Check out my maps!    
Ninja~   Posted 19th Nov 2005 7:52am
L4Y Member
Post 89 / 644

You can make Push regions to work like the Set_Gravity, Just put one in the room so that it covers the entire area you want gravity to be enabled.. just check mass independant and play with the strength settings.. i would reccomend 4 or 5.
   
Bartalon   Posted 19th Nov 2005 8:04am
L4Y Member
Post 75 / 144

I already knew that, but can't use that method because I only want the gravity to be low for a set amount of time.
Phoenix AZ - Penny Arcade! - Check out my maps!    
Ninja~   Posted 19th Nov 2005 10:25am
L4Y Member
Post 91 / 644

I dont understand why you cant use that method its more accurate than the Set_Gravity event because you can switch Push Regions on and off, and also put the region wherever you like..also having more than 1 with different settings.. the possibilties are endless.
   Modified Nov 19th, 10:32am by Ninja~



Bartalon   Posted 19th Nov 2005 10:36am
L4Y Member
Post 76 / 144

I only want the gravity to be effected in a certain point for a certain amount of time. If I use a push region, the moment I walk into it, Parker bounces up, then falls down. I want it to flow naturally; realistically. Well, as realistic as my weird level can get.

And I also know that if Parker starts inside the region he won't bounce, but I don't want the region where he starts. Bug free level is what I'm aiming for.
Phoenix AZ - Penny Arcade! - Check out my maps!    
Ninja~   Posted 19th Nov 2005 10:39am
L4Y Member
Post 92 / 644

Well i still think you could do it using a push region but if you insist on doing it other ways..

Perhaps you could put an invisible face brush at the top and once you land on it it will take you down really fast.. you could make it still feel like a realistic free fall just without the damage afterwars..
   
goober   Posted 19th Nov 2005 11:52am
L4Y Member
Post 944 / 265

stick a couple hundred health and armor packs at the place where he falls
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
RED-FROG   Posted 20th Nov 2005 11:10pm
L4Y Resident
Post 712 / 5258

Just add an event that makes the Player invulnerable whilst he falls down. This has also been used in the RF campain, the room with the big Snake for example.

..The default gravity is around 9.00 I think.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Nov 20th, 11:12pm by RED-FROG
Bartalon   Posted 21st Nov 2005 3:00am
L4Y Member
Post 79 / 144

Is there a certain UID that is default for Parker?
Phoenix AZ - Penny Arcade! - Check out my maps!    
Molodiets   Posted 21st Nov 2005 4:41am
L4Y Member
Post 844 / 2687

Gravity is 9.81 m/sec^2 at see level.
spoilsport    
Bartalon   Posted 21st Nov 2005 5:03am
L4Y Member
Post 80 / 144

That's real life right? I need fake life
Phoenix AZ - Penny Arcade! - Check out my maps!    
Vidi44   Posted 21st Nov 2005 11:02pm
L4Y Member
Post 433 / 668

The game's default gravity is set to 10 m/s^2, as Violition just decided to go with the amateur physicist's average. Also, since this is taught in any high school physics class, you'll only need 9.86 for a test that asks "what is the exact acceleration value of gravity?". Other than that, we just used 10 m/s^2 for every one of our calculations. Actually, we were taught to do that

What sort of map is this? If its DM/CTF, you can't really affect the gravity (otherwise it'll constantly be switching), if you can do it at all (a lot of events don't work in MP play). If its SP, why not do it? Unless your AI are gravity-dependant, I see no reason in changing it. In fact, HIC once had the gravity set so you could sort of fly around (gravity was .01, and the average fall from the top of the level to the bottom took about 10 - 15 seconds).

If its MP, why not go with your invisible face idea? Just make multiple faces so that when one falls, another can fall right after him. Of course this'll be complicated, but if you do it properly, I see no reason the player shouldn't notice the difference (you'll have to have the thing moving slightly slower than the speed of game gravity. Too fast, and real gravity kicks in. Too slow, and the player notices it. Of course, you might have to slow the player down before they reach the bottom, as they may still take damage).
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1  
 
LordSeafood   Posted 21st Nov 2005 11:27pm
L4Y Member
Post 534 / 1792

Vidi in a high school physics class we are told to use 9.8ms^-2 (in Australia anyway) and the map is SP as stated in the opening post
P.S. Still Alive.    
Page 1
Multiple Page Topic : 2 


Copyright © 2000-2025 Levels-4-You
Your request was handled in 0.11 seconds.