Langerd Posted September 19, 2016 Posted September 19, 2016 Well.. how to make map with the gravity 200 but in some places? SP and MP too? Trigger Space do Jack shit and i cant find any other options... dont know if it is script possible for MP and SP :/
Langerd Posted September 19, 2016 Author Posted September 19, 2016 Ok so i managed to do it.. made triggers_multiple that has target target_gravity_change that has option 200 and target2 - target_gravity_change that has 800. Thanks to that when i will leave the trigger mutiply the gravity change to normal The only problem i see is that.... it doesnt work on npc's .. why...?
Noodle Posted September 19, 2016 Posted September 19, 2016 Ok so i managed to do it.. made triggers_multiple that has target target_gravity_change that has option 200 and target2 - target_gravity_change that has 800. Thanks to that when i will leave the trigger mutiply the gravity change to normal The only problem i see is that.... it doesnt work on npc's .. why...? Odd, I thought they worked with NPCs since that's used for a JO mission. Have you seen if there's an icarus script that also changes gravity?
ensiform Posted September 19, 2016 Posted September 19, 2016 The Jo mission that you can fling the storms out the ship uses the vacuum trigger space thing mentioned in the OP.
Langerd Posted September 20, 2016 Author Posted September 20, 2016 Odd, I thought they worked with NPCs since that's used for a JO mission. Have you seen if there's an icarus script that also changes gravity? The Jo mission that you can fling the storms out the ship uses the vacuum trigger space thing mentioned in the OP.I found the way to make it work for SP but for MP It doesnt work (Of course....) In SP I made - Trigger mutpilies that change gravity of the character. Depends if He is inside or outside the ship. Also in Worldspawn i change gravity as well. In MP Target_gravity_change doesnt work.. so all these triggers are made .. they do shit. I tried to change it to make it use the script. But i doesnt work too.. script is made fine... but in game gravity still doesnt work and character animations are messed up for some reason..I despise mapping for MP... I know that most of players prefer Multiplayer.. but Mapping for Single Player is better and easier.. EDIT: I think that i will just simply make two version of the map... Sadly multilayer version will be full gravity changed... Noodle likes this
Asgarath83 Posted September 20, 2016 Posted September 20, 2016 I found the way to make it work for SP but for MP It doesnt work (Of course....) In SP I made - Trigger mutpilies that change gravity of the character. Depends if He is inside or outside the ship. Also in Worldspawn i change gravity as well. In MP Target_gravity_change doesnt work.. so all these triggers are made .. they do shit. I tried to change it to make it use the script. But i doesnt work too.. script is made fine... but in game gravity still doesnt work and character animations are messed up for some reason..I despise mapping for MP... I know that most of players prefer Multiplayer.. but Mapping for Single Player is better and easier.. EDIT: I think that i will just simply make two version of the map... Sadly multilayer version will be full gravity changed... That's okay for player.for NPC you need to set some usescript or some script that affect and NPC and change is relative gravity with SET_GRAVITY 0, i applied to some ghosts years ago as spawnscript and they flyswim in the room. XD
Noodle Posted September 20, 2016 Posted September 20, 2016 In MP Target_gravity_change doesnt work.. so all these triggers are made .. they do shit. I tried to change it to make it use the script. But i doesnt work too.. script is made fine... but in game gravity still doesnt work and character animations are messed up for some reason..I despise mapping for MP... I know that most of players prefer Multiplayer.. but Mapping for Single Player is better and easier.. I agree. The only thing multiplayer has that SP doesn't is vehicle control. Langerd likes this
Futuza Posted September 20, 2016 Posted September 20, 2016 I'm thinking the multiplayer one will probably need code changes to work.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now