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A super quick question

Posted: Tue Oct 15, 2013 9:33 am
by Vadam
Which one of these affects a pilot's falling speed, when falling straight down and when moving in air. I would assume it is in "flying mode," but I really do not feel like fiddling through each individual value and testing it each time to see if its the one, so I would appreciate it if somebody knows this already.

[PersonClass]

// crawling mode
alphaDampCrawl = 5.0
alphaTrackCrawl = 10.0
pitchPitchCrawl = 0.0
pitchThrustCrawl = 0.0
rollStrafeCrawl = 0.0
velocForwardCrawl = 0.0
velocReverseCrawl = 0.0
velocStrafeCrawl = 0.0
accelThrustCrawl = 20.0
omegaSpinCrawl = 0.5
omegaTurnCrawl = 0.5
alphaSteerCrawl = 5.0
velocJumpCrawl = 0.0

// running mode
alphaDampRun = 8.0
alphaTrackRun = 15.0
pitchPitchRun = 0.0
pitchThrustRun = 0.0
rollStrafeRun = 0.0
velocForwardRun = 5.0
velocReverseRun = 3.0
velocStrafeRun = 2.0
accelThrustRun = 20.0
omegaSpinRun = 3.0
omegaTurnRun = 2.0
alphaSteerRun = 15.0
velocJumpRun = 5.0

// flying mode
alphaDampFly = 2.0
alphaTrackFly = 5.0
pitchPitchFly = 0.35
pitchThrustFly = 0.15
rollStrafeFly = 0.15
velocForwardFly = 15.0
velocReverseFly = 10.0
velocStrafeFly = 10.0
accelThrustFly = 5.0
omegaSpinFly = 2.0
omegaTurnFly = 1.5
alphaSteerFly = 2.0
velocJumpFly = 0.0

Re: A super quick question

Posted: Tue Oct 15, 2013 9:55 am
by MrTwosheds
None of those.
A maps gravity setting affects all free moving objects fall speed and an objects Mass will also have some effect on how it falls.
I do not think you can alter a specific object to fall faster/slower.

Re: A super quick question

Posted: Tue Oct 15, 2013 2:41 pm
by Vadam
Noted. That really blows, considering I was modifying the jumping mechanics and now I'll have to make sure that the map is correct gravity-wise or the mechanics wont work. Also, where would I go about to change the gravity for maps since I do not recall seeing an option to change it in the editor, or anywhere aside from the multiplayer menu for that matter.

Re: A super quick question

Posted: Tue Oct 15, 2013 3:13 pm
by Red Spot
Please do yourself the favour of finding the changelogs within your install directory and simply search those files.
It will tell you that the gravity setting of a map can be adjusted from the maps .inf file, as well as a bunch of other settings. Iirc it only works in DM, but as the sourcefiles are available you should be able to make it work in other gamemodes.

Code: Select all

31: (DM) World gravity. This is encoded as an integer 2x the floating
point value, so that ivar31 == 25 -> gravity==12.5. Default = 25

Re: A super quick question

Posted: Tue Oct 15, 2013 3:50 pm
by General BlackDragon
You can find all sorts of useful things if you search the changelogs for "added"

Re: A super quick question

Posted: Tue Oct 15, 2013 5:21 pm
by Red Devil
to my knowledge, the only thing you can change the rate of falling is powerups:

[PowerupClass]
SlowFall = true
FallSpeed = 10.0f // only if SlowFall = false. Set to <= 0 to use normal velocFwd/Reverse values

Re: A super quick question

Posted: Tue Oct 15, 2013 5:34 pm
by MrTwosheds
Iirc it only works in DM
I thought it worked in all modes, certainly does on strat maps. Its only really useable with very small adjustments though, as playability becomes a problem.

Re: A super quick question

Posted: Tue Oct 15, 2013 5:45 pm
by General BlackDragon
IIRC the map TRN can also specify Gravity. Which should work in all modes. The map inf ivar does only work in DM though.

Code: Select all

- Bonus feature -- time for some more constants to be less hardwired.
For all maps, in their .trn file:

[World]
Gravity = 12.5  // default. Reduce for less gravity, etc

   Compiles, only minimal testing. [NM]

Re: A super quick question

Posted: Tue Oct 15, 2013 6:36 pm
by Zero Angel
MrTwosheds wrote:None of those.
A maps gravity setting affects all free moving objects fall speed and an objects Mass will also have some effect on how it falls.
I do not think you can alter a specific object to fall faster/slower.
Mass is only used to determine who wins at collisions and how hard they win. It can affect magnet/push type weapons like sonic wave but only if the weapon is set up to only push things under a certain mass which stock sonic wave is not.