HoundDawg wrote:
With the introduction of the physics engine in HL2, I'm curious if there
is
someway to have gravity affect physics?  In HL2 SP, I noticed it really
doesn't.  How?  Well, you could pull out a pistol and still snipe with
it...
there is no gravity play on it (no arc).  But, then again, tossing other
objects (cans or boxes), it does.

Bullet weapons in Half-Life2 are instant hit (no gravity/physics applied). Weapons like hand grenades have gravity applied to them.


But suppose you wanted it so players who shoot weapons had to compensate for distance, aiming a little ahead of a running player etc.

Is the source engine able to do this?

r00t 3:16
CQC Gaming
www.cqc-gaming.com


----- Original Message ----- From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Monday, January 03, 2005 12:40 PM Subject: Re: [hlcoders] Objects, Physics, and Gravity Concepts


HoundDawg wrote:
With the introduction of the physics engine in HL2, I'm curious if there
is
someway to have gravity affect physics?  In HL2 SP, I noticed it really
doesn't.  How?  Well, you could pull out a pistol and still snipe with
it...
there is no gravity play on it (no arc).  But, then again, tossing other
objects (cans or boxes), it does.

Bullet weapons in Half-Life2 are instant hit (no gravity/physics applied). Weapons like hand grenades have gravity applied to them.

So, the point to the question, is if a sports MOD (e.g. football style)
could be made to where the ball is thrown like an object or bullet from a
gun and have gravity affect it's physics?  Then, take the same thing, and
adjust the gravity setting to a more low-gravity setting, would the
gravity
and physics change (e.g. football in space)?

If a sports MOD (US football style) created an entity with the same physics as a hand grenade, it would also be effected by gravity. Reducing the gravity in a level would reduce the rate at which the entity would fall toward the ground (so it would tend to stay in the air longer).

Also, is there a way to specify the center of gravity with possibly an
entity for mappers to place in a map?  For example, having an asteroid
with
gravity in it's center allowing you to walk around it and still be on the
ground, rather than having a "world is flat" type of feeling.

Gravity normally moves in the -Z direction (down) in the world. There shouldn't be any reason that a level designer couldn't specify multiply "points of gravity" and have each of those points effect entities that were near them (the entity would be attracted to the gravity location instead of being attracted in the -Z direction). This would allow you to create multiple "planets" that somebody could walk around. If you make the "pull" of the gravity point negative, you could create empty spherical rooms and be able to walk around on the inside of the sphere (ala Serious Sam levels). You are basically creating a "black hole" gravity point that sucks things in, or pushes things away.

Not sure if anyone has been testing things like this, if so, some input
on
your findings would be nice to hear.  Thanks.

This sounds like something like Spirit Of Half-Life2 could use (assuming anybody ever creates it). :)

--
Jeffrey "botman" Broome

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