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Gravity Brush

Posted: Mon Mar 17, 2008 5:40 pm
by death_program
I know, more n00b questions for death_program. Sorry.

I'm working with the Gravity Brush object. How does it work?

Posted: Mon Mar 17, 2008 6:31 pm
by TronFAQ
The Gravity volume really has three major properties you'd want to adjust.

Viscosity: How easily you can move while floating inside the volume. A value of 0 means you can move easily, while any positive value means you move more slowly. I'm not sure if a negative value has any effect. If it does, I imagine you would move very quickly.

Friction: If you have the volume touching a floor, this affects whether or not the floor is normal, slippery, or difficult to move across. A value lower than 1 makes it slippery, and a value greater than 1 makes it hard to walk.

PlayerGravity: Whether the player will continue to float upward, or sink back down. A negative value means the player will stay in the air longer, and eventually they will just continue to float if the value goes low enough. The default value that the object sets this property at, allows you to float continuously. A positive value means that the player will sink/fall more quickly.

Posted: Mon Mar 17, 2008 9:30 pm
by death_program
So what should the PlayerGravity be if I want the player to be able to jump 256+ DEdit units? Is it a multiplier? How high do players jump originally?

Posted: Mon Mar 17, 2008 10:47 pm
by TronFAQ
death_program wrote:So what should the PlayerGravity be if I want the player to be able to jump 256+ DEdit units?
Don't know. You're going to have to do trial and error tests.
Is it a multiplier?
No.
How high do players jump originally?
Don't know. This kind of info isn't specified anywhere. But in Derez you can easily jump over another player, using Y-Amp Gold. A player is supposed to be about 96 DEdit units high. So . . . 128 units with Y-Amp at Gold level? As an educated guess?

Stack some data blocks/cubes in DEdit in a map, and try jumping on them with Y-Amp Gold. Note how tall each cube is in units. If you can jump on top of 2 cubes, then you know you can jump at least that high. Then try 3 cubes. If you can't jump that high, then you know it's somewhere in-between.

Posted: Tue Mar 18, 2008 3:52 pm
by death_program
Every time I jump in my GravityBrush, it makes the player float srtaight to the top of the room. It doesn't matter what the PlayerGravity is, the effect is always the same.

EDIT: Please someone answer this!!!

Posted: Wed Mar 19, 2008 6:17 pm
by TronFAQ
Sorry, but I'm too busy working on the KA Mod. I'm making some small changes based on testing feedback, and doing my damnedest to get this thing out by Friday. I don't have the time right now to do the tests needed, in order to help figure this out.

All I can suggest, is try changing the Viscosity. See if it eventually slows down and overcomes the player's drifting upwards, and causes him to sink again.

Posted: Wed Mar 19, 2008 7:17 pm
by death_program
Thanks, I'll try that!

Posted: Thu Mar 20, 2008 8:13 am
by win3k
Afternoon chaps

Just off the top of my head, I think you'd to better to experiment with wind and ladder brushes in combination with one another. I'm not 100% certain that you can achieve what you want to achieve using purely gravitybrushes (though I must stress that's not based on exhaustive testing).

Point your interweb browsing engine at Uncle Google, and search out "dedit gravity". I recollect that there's some useful stuff from Coty on this over at the glue factory.

Cheers and good luck

win3k

Posted: Fri Mar 21, 2008 8:58 am
by death_program
w00t! I got it to work!

Thanks, win3k, for the link!

The only problem now is a problem with friction. I'm sure I'll be able to work it out.

Thanks everybody!

Posted: Fri Mar 21, 2008 3:14 pm
by win3k
w00t! I got it to work!
Jolly good.

Remember: ldso.net, for all your Dedit needs.

Looking forward to seeing the results of your endeavours.

win3k