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#1 |
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any one know what I variables I need to modify to change the players 'base??' so that they stand perpindicular to different surfaces? like the wall or ceiling?
I want to make a point actor to be a gravity point, and make it in a sphere so the player can walk around the sphere like a moon or planet. any help would be appreciated... (this would also help in my mod so the player could walk on the outside surfaces of their starbase/carriar ^_^ )
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Call me Erdrik -hvErdrik -Erdrik *PIMP* DarkMagic Boycott Fox!!! Down with the Evil Overlords! |
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#2 |
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Registered User
Join Date: Sep. 7th, 2001
Location: Canada
Posts: 325
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That would be very cool.
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#3 |
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I think that that would require whole new states, meaning whole new player classes.... meaning for your maps you might be better off using a lot of stinking portals rather than messing with new states.... or maybe not...
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#5 |
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Registered User
Join Date: Jan. 5th, 2001
Location: tornados, Wizard of Oz, 70's rock group, lots of native Americans, etc.
Posts: 340
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i though the game engine was hardcoded to enforce that there is only one "true" up as far as player orientation and there's no changing it. Some people have kind of achieved an illusion of walking on walls by using tilted warpzone portals, but that's about it, from what i understand.
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-- navboy :: Team Fragadelic http://www.planetunreal.com/fragadelic/navboy/ http://www.planetunreal.com/fragadelic/ |
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#6 |
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There's that spider physics type... can you do anything useful with that?
__________________
Arrakis teaches the attitude of the knife--chopping off what's incomplete and saying: "Now, it's complete because it's ended here." --from "The Collected Sayings of Muad'Dib" by the Princess Irulan |
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#8 |
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Some blobs from U1 use PHYS_Spider. It doesn't seem to do anything with it, though.
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#9 |
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Try setting your physics to it, it lets you walk up walls but it does funny things to your movement. I think Epic never finished it, but I can't remember where I heard that.
__________________
Arrakis teaches the attitude of the knife--chopping off what's incomplete and saying: "Now, it's complete because it's ended here." --from "The Collected Sayings of Muad'Dib" by the Princess Irulan |
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#10 |
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I just tried it and it lets you move horrizontally along walls, changes the rotation of your mesh, and has weird movement controlls. You also fall slower. It doesn't do anything with your viewrotation either. I also got gibbed a few times and I'm not sure why. It was pretty bad.
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#11 |
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PHYS_Spider is fun! WEEE! its supposed to be able to set any surface as the uh... normalized ground or something... to a pawn, but ive got an inkling that they didnt complete the movement code for it.
__________________
How can you challenge a perfect immortal machine? |
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#12 |
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Registered User
Join Date: Sep. 7th, 2001
Location: Canada
Posts: 325
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Matrix Moves has some walk-on-walls stuff in it.
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#13 |
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I'm pretty sure MM uses new player classes.
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#14 |
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Well I checked it out and unless Phys_Spider turns anything up(I haven't check the blobs yet
) Id have to make a new player class It looks a lot more coplicated than I had thought.. I need to find out the variable that UT uses to determine the surface that the player is standing on.... but then Id have to change the local axis to match the normal of that suface.... and set the movement stuffs to match the axis.. or just set the movement to match the normal but it'll probly be a while .... I kinda got un-inspired when I got that error for the space MOD I was working on ... Ill get back to it tho
__________________
Call me Erdrik -hvErdrik -Erdrik *PIMP* DarkMagic Boycott Fox!!! Down with the Evil Overlords! |
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