You may call me crazy

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Bio Hazard
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You may call me crazy

Post by Bio Hazard »

maybe i should continue this? :D

anyone know how to make the player jump higher?
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Zell
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Post by Zell »

have the script do something like sv_gravity?
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Xaser
 
 
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Re: You may call me crazy

Post by Xaser »

Bio Hazard wrote:maybe i should continue this? :D
Hell Yes!!!!!!!
Last edited by Xaser on Sun Sep 21, 2003 8:06 pm, edited 1 time in total.
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Zell
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Post by Zell »

forgot the / after quote xaser =p
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Bio Hazard
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Post by Bio Hazard »

so there isint a "aprop_Jumpheight" then?

there should be... :D
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Xaser
 
 
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Post by Xaser »

Code: Select all

216: Sector_SetGravity (tag, ipart, fpart)

tag: Tag of affected sector 
ipart: Integral part of the gravity multiplier 
fpart: Fractional part of the gravity multiplier 

Sets the amount of gravity in a sector. The actual formula used is sv_gravity * (ipart + fracpart * 0.01). SV_Gravity is a cvar that defines "normal" gravity. So Sector_SetGravity (1, 0, 50) would set a sector to half normal gravity, Sector_SetGravity (1, 2, 0) would be double normal gravity, Sector_SetGravity (1, 1, 0) would be normal gravity, etc. 

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Bio Hazard
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Post by Bio Hazard »

yea but gravity also makes you drop slower. i need full dropping speed! :twisted:

also i need more air controll... :(

i think this project may die :(
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cccp_leha
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Post by cccp_leha »

HAHAHA that was mad fun. Kinda like that doom2d thingy. Dunno how to use it, but you can use the thrustThingZ() with jump pads or something.
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The Ultimate DooMer
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Post by The Ultimate DooMer »

Someone (LWM?) made a 'cat jump' or something, which involved binding a key to puke a script that had ThrustThingZ in it - try that.
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Enjay
 
 
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Post by Enjay »

Not at home ATM, so can't check the syntax, but you can lower gravity (or raise it) using MAPINFO.
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Hirogen2
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Post by Hirogen2 »

Bio Hazard wrote:yea but gravity also makes you drop slower
That's the physics. In either case, you would have to raise gravity to get the player down faster, after he made is jump.
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Enjay
 
 
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Post by Enjay »

Didn't read the bit about needing air control as well. Air control can also be set from MAPINFO. The best (only?) example I am aware of using this is Biff's DM Morpheus wannabe (inspired by the UT map of similar name).

As for making falling speed quicker, perhaps you can simply find a low gravity compromise setting that allows a greater jump, but still has you falling quite quickly. I'm stabbing in the dark though, because I can't test this mod 'til I get home, so I'm not really sure what's needed.
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Hirogen2
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Post by Hirogen2 »

What does "Air Control" mean, or, what does it do, besides Gravity?
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Enjay
 
 
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Post by Enjay »

Air control gives you (tada) the ability to control yourself as you fly through the air. :)

The standard behaviour is pretty close (ish) to the real situation of not giving you much control in the air - limiting you to little more than turning round. If you increase the level of air control you have, you can modify the actual direction you are travelling whilst in mid air. The amount of control you have can be varied according to taste/ requirement of the map.

I think you can get Biff's file here:

http://www.valuetrail.com/rarefiles/dow ... ndex.shtml

Try it to get a feel for what air control is about. The map is intended for DM, but you'll see the low grav and air control in use even in SP. Little point in using Bots because they refuse to jump off the buildings due to the damaging floors around them (IIRC).
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The Ultimate DooMer
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Post by The Ultimate DooMer »

Hmm, I could use some air control (as Sonic can control his jump)...anyone know what the default value is?
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