You may call me crazy

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
Bio Hazard
Posts: 4019
Joined: Fri Aug 15, 2003 8:15 pm
Location: ferret ~/C/ZDL \$

You may call me crazy

maybe i should continue this?

anyone know how to make the player jump higher?
Zell
Posts: 791
Joined: Thu Jul 24, 2003 7:47 am
Location: IN A GODDAMN BOX[In Erie.]
have the script do something like sv_gravity?
Xaser

Posts: 10772
Joined: Sun Jul 20, 2003 12:15 pm

Re: You may call me crazy

Bio Hazard wrote:maybe i should continue this?
Hell Yes!!!!!!!
Last edited by Xaser on Sun Sep 21, 2003 8:06 pm, edited 1 time in total.
Zell
Posts: 791
Joined: Thu Jul 24, 2003 7:47 am
Location: IN A GODDAMN BOX[In Erie.]
forgot the / after quote xaser =p
Bio Hazard
Posts: 4019
Joined: Fri Aug 15, 2003 8:15 pm
Location: ferret ~/C/ZDL \$
so there isint a "aprop_Jumpheight" then?

there should be...
Xaser

Posts: 10772
Joined: Sun Jul 20, 2003 12:15 pm

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.

``````
Bio Hazard
Posts: 4019
Joined: Fri Aug 15, 2003 8:15 pm
Location: ferret ~/C/ZDL \$
yea but gravity also makes you drop slower. i need full dropping speed!

also i need more air controll...

i think this project may die
cccp_leha
Posts: 1816
Joined: Wed Jul 16, 2003 7:21 am
Location: NJ, USA
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.
The Ultimate DooMer
Posts: 2109
Joined: Tue Jul 15, 2003 5:29 pm
Location: Industrial Zone
Someone (LWM?) made a 'cat jump' or something, which involved binding a key to puke a script that had ThrustThingZ in it - try that.
Enjay

Posts: 26535
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Not at home ATM, so can't check the syntax, but you can lower gravity (or raise it) using MAPINFO.
Hirogen2
Posts: 2033
Joined: Sat Jul 19, 2003 6:15 am
Operating System Version (Optional): Tumbleweed x64
Graphics Processor: Intel with Vulkan/Metal Support
Location: Central Germany
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.
Enjay

Posts: 26535
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
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.
Hirogen2
Posts: 2033
Joined: Sat Jul 19, 2003 6:15 am
Operating System Version (Optional): Tumbleweed x64
Graphics Processor: Intel with Vulkan/Metal Support
Location: Central Germany
What does "Air Control" mean, or, what does it do, besides Gravity?
Enjay

Posts: 26535
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
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).
The Ultimate DooMer
Posts: 2109
Joined: Tue Jul 15, 2003 5:29 pm
Location: Industrial Zone
Hmm, I could use some air control (as Sonic can control his jump)...anyone know what the default value is?