Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Question about gravity scale...
Question about gravity scale... [message #249960] Thu, 15 March 2007 10:14 Go to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3806
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Does Renegade multiply gravity scale by 9.8 or 4.5 if neither is Gravity scale the gravitational force by itself?

Re: Question about gravity scale... [message #250037 is a reply to message #249960] Fri, 16 March 2007 05:23 Go to previous messageGo to next message
OWA is currently offline  OWA
Messages: 647
Registered: May 2006
Location: W3D Hub
Karma: 0
Colonel

1 = low gravity
5 = high gravity

2.5 is about average.

I don't know anything about multipliers though. I try to make it simple.


Re: Question about gravity scale... [message #250048 is a reply to message #249960] Fri, 16 March 2007 07:09 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
Messages: 513
Registered: February 2003
Location: United Kingdom
Karma: 0
Colonel
Jerad Gray wrote on Thu, 15 March 2007 19:14

Does Renegade multiply gravity scale by 9.8 or 4.5 if neither is Gravity scale the gravitational force by itself?


AFAIK, Renegade does not use a *unified* gravity equation. Every unit has it's own gravity value and that value defines the behavior of the unit in the game. If i can recall correctly - that's how we made jumpjet infantry in the past - give the soldier a huge (or was it low? Huh ) value and when jumping, the soldier will stay in mid-air for some time.

I don't remember what the gravity scale was in leveledit, but i think you should follow OWA's advice here Smile


[Updated on: Fri, 16 March 2007 07:10]

Report message to a moderator

Re: Question about gravity scale... [message #250049 is a reply to message #250048] Fri, 16 March 2007 07:12 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3806
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Mad Ivan wrote on Fri, 16 March 2007 08:09

If i can recall correctly - that's how we made jumpjet infantry in the past - give the soldier a huge (or was it low? Huh ) value and when jumping, the soldier will stay in mid-air for some time.


It was low.
Dang that makes it more difficult for Artillery projectile calculations.


[Updated on: Fri, 16 March 2007 07:12]

Report message to a moderator

Re: Question about gravity scale... [message #250063 is a reply to message #250048] Fri, 16 March 2007 08:30 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
Mad Ivan wrote on Fri, 16 March 2007 14:09

If i can recall correctly - that's how we made jumpjet infantry in the past - give the soldier a huge (or was it low? Huh ) value and when jumping, the soldier will stay in mid-air for some time.




or just use Toggle_Fly_Mode() engine call. Satisfied In Love

Re: Question about gravity scale... [message #250079 is a reply to message #250049] Fri, 16 March 2007 10:49 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
Messages: 513
Registered: February 2003
Location: United Kingdom
Karma: 0
Colonel
Jerad Gray wrote on Fri, 16 March 2007 16:12

Mad Ivan wrote on Fri, 16 March 2007 08:09

If i can recall correctly - that's how we made jumpjet infantry in the past - give the soldier a huge (or was it low? Huh ) value and when jumping, the soldier will stay in mid-air for some time.


It was low.
Dang that makes it more difficult for Artillery projectile calculations.



Re: Question about gravity scale... [message #250083 is a reply to message #250079] Fri, 16 March 2007 11:33 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3806
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
gamemodding wrote on Fri, 16 March 2007 09:30

Mad Ivan wrote on Fri, 16 March 2007 14:09

If i can recall correctly - that's how we made jumpjet infantry in the past - give the soldier a huge (or was it low? Huh ) value and when jumping, the soldier will stay in mid-air for some time.




or just use Toggle_Fly_Mode() engine call. Satisfied In Love




I am talking about projectiles.


[Updated on: Fri, 16 March 2007 11:33]

Report message to a moderator

Re: Question about gravity scale... [message #250199 is a reply to message #249960] Sat, 17 March 2007 05:21 Go to previous messageGo to next message
Crow3333 is currently offline  Crow3333
Messages: 26
Registered: March 2007
Location: Germany
Karma: 0
Recruit

Every projectile has its own gravity too. You can set it in leveledit. Like the settings of characters. I think its possible in some way what you want.
Re: Question about gravity scale... [message #250222 is a reply to message #250199] Sat, 17 March 2007 08:31 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3806
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
But thats not what I'm asking, I'm asking what the scale is multiplied by.

Re: Question about gravity scale... [message #250263 is a reply to message #250222] Sat, 17 March 2007 17:59 Go to previous messageGo to next message
OWA is currently offline  OWA
Messages: 647
Registered: May 2006
Location: W3D Hub
Karma: 0
Colonel

Jerad Gray wrote on Sat, 17 March 2007 15:31

But thats not what I'm asking, I'm asking what the scale is multiplied by.


There is no written scale as such, just test it until you find the right value.


Re: Question about gravity scale... [message #250348 is a reply to message #250263] Sun, 18 March 2007 08:34 Go to previous message
Jerad2142 is currently offline  Jerad2142
Messages: 3806
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Yay, physics time.

Previous Topic: leveledit mission maps
Next Topic: Removing Playernames & rectangles... : few questions
Goto Forum:
  


Current Time: Fri Jun 28 06:45:31 MST 2024

Total time taken to generate the page: 0.00899 seconds