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InsideQC Forums • View topic - How to use different "gravity" for some entities i

How to use different "gravity" for some entities i

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How to use different "gravity" for some entities i

Postby Seven » Mon Apr 25, 2011 12:35 pm

Hello,

I am stuck with a problem and ask for your help.

Using Ivana Gibson´s TUT for kickable gibs, I am not happy with the gib behaviour.

Gibs are using MOVETYPE_BOUNCE (as defined in players.qc).
I feel like the bouncing is too much like "pingpong" for the heavy gib pieces.
Thats why I searched for a way to increase their weight by increasing the gravity for them.

There is a code in Mission Pack 2 (example: antigrav_belt):
self.gravity = 0.25;
Trying this line in Quake 1.06 source failed due to "unknown value" error.

My questions:
Is the "gravity" a new value, introduced in Mission pack 2 ?
How could I implement it into Quake ?
I searched through all Mission Pack 2 .qc files, but didnt find the definition for "gravity".


Setting the complete map gravity (via engine cvar): sv_gravity 1500
looks perfect for the gib behaviour, but of course everything else is affected by the new gravity (what I dont want)

Thank you very much for your help.
Seven


PS: I played with the gibs velocity values a long time and found the best settings so that they are not kicked so far and high.
Now all that is left is to reduce the "bouncing" behaviour for them.
I know that MOVETYPE_TOSS could be used for them, but this has no bouncing at all (what I dont want as well).
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Postby Supa » Mon Apr 25, 2011 12:56 pm

You don't need to specifically implement .gravity into Quake, it's a less documented feature of v1.08 (or v1.07, I can't remember) and onwards. What you do need to do, however, is define it in the QC gamecode like any other float field with .float gravity.
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Postby leileilol » Mon Apr 25, 2011 6:01 pm

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Postby Seven » Mon Apr 25, 2011 7:23 pm

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Postby leileilol » Mon Apr 25, 2011 10:37 pm

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Postby Swift » Sat May 21, 2011 11:41 am

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Postby leileilol » Sat May 21, 2011 9:09 pm

ARE YOU QUESTIONING CARMACK'S NAMING PRACTICES?
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Postby Swift » Sun May 22, 2011 5:02 am

I haven't looked at the QC source in a long while - but this thread makes it sound like gravity is some (global) scalar field related to mass.

As opposed to acceleration caused by gravitation.

Makes me wonder about Carmacks formal education. So yeh, I is. : ]
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Postby Lardarse » Tue May 24, 2011 12:27 pm

Roaming status: Testing and documentation
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Postby Swift » Tue May 24, 2011 6:36 pm

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Postby r00k » Wed May 25, 2011 4:26 am

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Postby Swift » Wed May 25, 2011 6:30 am

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Re: How to use different "gravity" for some entities i

Postby Seven » Wed Dec 21, 2011 10:21 am

Hello,

sorry for bumping this old thread.
But I think this information is maybe interesting for others as well.

I found a maybe better way to deal with "gravity" behaviour for entities, that shall bounce.
(that was my initial issue in this thread)

For DP users, you can make use of this dpextensions feature:
DP_SV_BOUNCEFACTOR

I know, this is old news for many of you, but the reason why nobody suggested it that time
when this thread was born made me think that not everybody is aware of it.

That is all I wanted to say :)
Thank you again for helping me back in april this year.

Kind regards,
Seven
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