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I compiled this with the help of
those gone before me with special thanks to NoCoolAlias for
giving me the last piece of the puzzle.
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1.The SFX>Terrain FX>Gravshaft>your
choice has no real bering on the gravshaft. this is the little
white dots that float up, so depending on your arcitecture,
you may not even want them. Try and use gravshaft 4 and gravshaft
8 as much as possible because the straight gravshaft must be
hosted as far as I can see. It can not be resized by normal
means.
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2.A down gravshaft is a room brush
with room>gravity%:20 added. 2.1You will need to make a separate
roombrush category for your gravshafts or all your rooms will
have the same attributes as your gravshafts. Your first step
should be to make a basic room, select it, hit create, add,
enter a name you see fit ie. UGravshaft, ok, edit, now add the
gravity. you will need a separate roombrush for the three gravshaft
parts.
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3.An up
gravshaft is two room brushes. A room brush with room>gravity%:-10
added and a room brush placed at the stopping point with room>gravity%:0
added and s>script "ZeroGravRoom" added. |
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4.The
ZeroGravRoom script will not work until you have run "script_load
allobjs" through the command box. Untill you do this, you will
fly into the zero grav sector (which does work), bounce off the
roof down into the up gravity, and be shot back into the zero
grav, repeat ad nausium. It does this because, even though there
is no gravit, the ZeroGravRoom script is not loaded, so you fly
into zero gravity and maintain the same trajectory, inertia, and
momentum as before. The zerogravroom script is what makes you
stop at the top, and walk out of the shaft (you're feet aren't
touching anything, so otherwise you're stuck) |
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5.Be careful with the placement
of gravshafts. As the center of a room cannot be loated inside
another room, you may have to do some fancy room brushing to
get some configurations to work.
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6.The gravshaft noise is an ambient
noise tag. Create an ambient noise tag (marker>ambient snd)
and add property A>AmbientHacked and type in the name of the
gravshaft noise which you can find under schemas in the object
heirarchy (schema>amb_sch>gravshaft_ip).
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7.While it is fairly easy to put
together a batch of working gravshafts in a short ammount of
time, you will likely need to tweek some of them as the placement
of the intersection between the two brushes determines where
you stop, sort of. It is also affected by the physics of the
situation (momentum, velocity). Twiggle with them untill you
stop with your feet level with the floor.
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8.If the
bottom of an up gravshaft roombrush is sunk into the floor, you
will begin to rise as you enter. Other wise, you may have to jump
to get going. |
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9.The size
of your gravshaft shouldn't be much bigger than the player can
squeeze into, otherwise the character floats into the wall or
corner and can't move until the top unless you add the zerogravroom
script to the up gravity as well, which would allow them to walk
right out of the up stream if they aren't boxed in. I'm not saying
DON'T, it just looks, and feels weird when you're walking into
a gravshaft, start rising, and bash in to the back wall, or drift
sidways into a corner. |
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