change gravity in mapscript?


(funRut) #1

would it be posible to change gravity in mapscript?
you can set gravity in worldspawn so would it be posible if somone presses a button
that this entry changes and the gravity goes low?

tnx for ur help, :slight_smile:

-Rut.


(shagileo) #2

Not possible - also, this issue has been asked before hundreds of times, search is your friend :wink:

Besides, gravity can always be overwritten by server settings. So even if your map would have changing gravity, server settings could ignore that script call


(phisherman) #3

I never tried it out myself, but wouldn’t this be exactly what he’s looking for?


(shagileo) #4

Wait, now I have my doubts

I was a bit confused by the concept. I think I thought too fast. Mostly the ‘change gravity’ questions apply to certain areas of a map, but if you want to change the global gravity it could be possible with accums, yes.

However, server settings gravity will most likely still be overruling script gravity calls. Server settings are the baaws


(funRut) #5

[QUOTE=shagileo;327616]Wait, now I have my doubts

I was a bit confused by the concept. I think I thought too fast. Mostly the ‘change gravity’ questions apply to certain areas of a map, but if you want to change the global gravity it could be possible with accums, yes.

However, server settings gravity will most likely still be overruling script gravity calls. Server settings are the baaws[/QUOTE]
yes i mean gravity in the whole map
example axis plant a Dyna at the gravity generator and then the gravity drops to 0
i see a topic like this before but couldn’t find it anymore :stuck_out_tongue:

-Rut.


(funRut) #6

uhm can i ask other questions about my map here too?
(i dont wanna spam the forum whit topics)
i made a brush what should move to the path_corner
it has an orgin brush in it
but instead of moving like this:

it moves like this
/
/
/
/
and then suddenly stops i tonly moves a few metres
here is the script:

game_manager
{
spawn
{
wm_axis_respawntime 1	
wm_allied_respawntime 1
wm_set_round_timelimit 30
wait 250
setautospawn "planespawn start" 0
trigger small_ship next //down
}
}

small_ship
{
trigger next //down
{
gotomarker small_ship_end 100
wait 10
setautospawn "planespawn end" 0
}
}

-Rut.


(Mateos) #7

I’ve read this morning a tut on movers, and the path_corner were inside the origin brush and not what you said. I’ve no experience in it :confused:

You can post a whole map project thread in which you’ll describe your map, post screenshots, and ask the questions related to it? I’ve been recommended it, and it avoids the spam of threads :slight_smile:


(funRut) #8

[QUOTE=Mateos;328609]I’ve read this morning a tut on movers, and the path_corner were inside the origin brush and not what you said. I’ve no experience in it :confused:

You can post a whole map project thread in which you’ll describe your map, post screenshots, and ask the questions related to it? I’ve been recommended it, and it avoids the spam of threads :)[/QUOTE]
ok i wil rename the first post :slight_smile:
actualy i didnt make 2 path corners
i made one brush what should move one orgin brush inside it
and one path corner
i wil try 2 path corners today see of it wil work :wink:

-Rut.


(Mateos) #9

The first path_corner is inside the origin brush, and when your mover will go to the second one it will stop in same position: the second path_corner will be inside the origin brush. I still need to try it on my map, I’ve to make a gate open then close while Axis win…


(funRut) #10

ok made 2 path corners now :smiley:
but it still doesnt work here is script

game_manager
{
spawn
{
wm_axis_respawntime 1	
wm_allied_respawntime 1
wm_set_round_timelimit 30
wait 250
setautospawn "planespawn start" 0
trigger small_ship forward //forward
wait 10
trigger small_ship back //back
}
}

small_ship
{
trigger forward //forward
{
gotomarker small_ship_end 100
wait 10
setautospawn "planespawn end" 0
}
trigger back //back
{
gotomarker small_ship_start 100
}
}

the idea is that axis spawn and fly whit the ship to the big spaceship
then the axis spawn changes to the spawns what fly next to the big spaceship

here u see what happens:
(screenshot)
the 2 lil brushes on the left and right are below the start and end path corner
the red brush is the test platform what moves the rong way
tnx for ur help :slight_smile:

-Rut


(kamikazee) #11

[QUOTE=shagileo;327314]Not possible - also, this issue has been asked before hundreds of times, search is your friend :wink:

Besides, gravity can always be overwritten by server settings. So even if your map would have changing gravity, server settings could ignore that script call[/QUOTE]If I remember right, it should be possible in ETPro.

The reason it doesn’t work in vanilla W:ET is because those CVar commands don’t really work there, only cvar inc works. I once complained about it on these forums with pointers to the bugs in the code and ReyalP fixed it in ETPro so you could use cvar set.

Last time I tested it, eons ago, I believe I managed to toggle sv_cheats from the mapscript.


(shagileo) #12

[quote=kamikazee;330858]

Last time I tested it, eons ago, I believe I managed to toggle sv_cheats from the mapscript.[/quote]

Woah, so if I understood this right, you could actually enable the sv_cheats by mapscript ?


(funRut) #13

if thats right then u can set g_gravity too i gues
but it woudent work in other ET mods than etpro
anyway few screenshots xD