ZuM did you mean Ballmen? Link: http://www.moddb.com/mods/ballmen
ZuM wrote: > Hi, > > I don't know how to answer this, but there's a mod out that unfortunately i > can't remember the name, but the mod was all about changing the orientation > of the players, and the gravity, so in one moment you where walking on the > wall, and the next on the roof, but the view rotate to look correctly. Maybe > if someone remembers the name of this mod you can ask them how they did that > effect. But i don't know if it would apply to props. > > 2009/10/14 Locke Cole <locke.s...@gmail.com> > > >> Hi hlcoders, >> >> in a project a friend is working on together we want the different gravity >> directions for different objects in the game and further, we want that >> direction to be able to change depending on the mechanics of the game. >> >> I found that changing the gravity is not as simple as it seen. First of >> all, it seems to be applied differently for players and other entities. I >> started with players though because that's the most important, other >> entities can be implemented later. >> >> I found CGameMovement::AddGravity/StartGravity/FinnishGravity and changed >> for example >> >> mv->m_vecVelocity[2] -= (ent_gravity * sv_gravity.GetFloat() * 0.5 * >> gpGlobals->frametime ); >> >> into >> >> mv->m_vecVelocity.MulAdd(mv->m_vecVelocity, player->m_vecGravity, >> ent_gravity * sv_gravity.GetFloat() * 0.5 * gpGlobals->frametime); >> >> I'll probably have to move mVecGravity somewhere else later, so far I'm >> just trying this to see if I can make it work. First I tried with a gravity >> = (1,0,0) and it worked fine apart from the fact that walkable floor is >> still always in negative z-direction. That's something I have to change in >> other parts of the code, possibly CategorizePosition or something but that's >> a later problem because I found another thing. >> >> If I try a gravity = (0,0,1) (positive z-direction) it did Not work, at >> least I wasn't falling upwards. I think somehow the z-velocity is simply >> zero:ed if the game thinks you're standing on walkable floor as seen in >> CGameMovement::FullWalkMove >> >> // If we are on ground, no downward velocity. >> if ( player->GetGroundEntity() != NULL ) >> { >> mv->m_vecVelocity[2] = 0; >> } >> >> I tried temporarily commenting this out, and some other similar snippets in >> that method but still I wasn't falling upwards. I'm thinking the same trick >> is being performed somewhere else in the code but it suspect I will spend a >> whole lot time searching for it. I'll throw the debugger at it probably but >> I'm unfortunately not super skilled in debuggers and I'm kind of scared it >> will blow up on me with execution jumping back and forth between engine code >> and sdk code. >> >> So I ask you for input, why do you think a positive gravity direction isn't >> working? Where do you think I should start looking. >> >> Thank you for your time, hlcoders. I'm obviously new here. Oh, I forgot to >> say that this is the scrath sdk... because I never got hl2, all I have is >> l4d. >> >> /Elias 'Locke' Wulcan >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ------------------------------------------------------------------------ > > > No virus found in this incoming message. > Checked by AVG - www.avg.com > Version: 8.5.421 / Virus Database: 270.14.11/2430 - Release Date: 10/12/09 > 04:01:00 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders