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Air jets in Ivory tower
Posted: Sun Feb 12, 2006 6:44 pm
by Snaku
Just a random thought I had: are those air jet things physics based? Like could they be edited to run at a lower intensity which would just increase your jump height and decrease your weight while you're on them, instead of launching you?
This crossed my mind because I was wondering if there were any way to have a different set of physics for underwater with that water level plugin. So anybody think this is feasible or know more about it? Also, you should walk slower as well. Any way to localise that kind of effect? I like playing on flooded headlong, but as it is, it doesn't really change the way the game is played too much.
Posted: Sun Feb 12, 2006 7:44 pm
by Stewie Griffin
it depends on if its a machine or what kind of tag its under
Posted: Sun Feb 12, 2006 8:26 pm
by Snaku
Well, I just started with the modding thing today, so when I get smarter if I find anything out, I'll share it. In the mean time, if anybody knows/has a theory, I'd love to hear it.
Posted: Sun Feb 12, 2006 8:28 pm
by dos mes
you can change the speed someone walks at from the multiplayer globals tag.
Posted: Sun Feb 12, 2006 8:37 pm
by Snaku
I know that. But I want to have localized effects. The idea is to have underwater areas actually behave like they're underwater, while keeping the dry areas normal. Since I'm pretty sure you can't change gravity, character weight and walking speed for PART of a map, I'm trying to think of work-arounds that would give a similar effect.
Posted: Mon Feb 13, 2006 3:06 pm
by Snaku
Don't know if this is considered a double post or bump, cuz I'm coming back with new info. If it is, I apologize.
So I checked under the machine tag. No dice. Looks like I could speed up the elevator, though I have no use for that, atm.
Then I looked under mode, just to see if I could find a name to look for elsewhere. Turns out it's called an hvac. Of course the model does me no good, so I checked physics model (don't know what to do with it, but it seemed like the next logical step) I found it there, too: "scenarios\multi\hvac_lift\hvac_lift" and another one for hvac_lift_short. Clicking the tag doesn't do anything that I can see (I'm using dothalo, btw). Anybody have an idea for the next step? I'll keep looking for something.
Posted: Mon Feb 13, 2006 3:13 pm
by jamesr66a
It's in the bloc tag.
Posted: Mon Feb 13, 2006 4:12 pm
by Snaku
Ah, so it is. Let's see. Clicking it brings up a hlmt, effe, and two lsnd's. Looks like the effe is just the steam. So there's the model, the steam, and two sound effects, but no force or whatever. Guess that's either a dead end, or I don't know what I'm doing.
Thanks for the tip, anyway.
Back to physics, it's got 10 hex values under reflexives... but I don't really speak hex...
Hey, just had a thought. I've seen mods with weapons that push you back and stuff. Where are the values for that?
And another question. I have a foundation mod on my xbox with the air lifts (hvac's) changed. Like there's new ones added in that lift you all the way to the top. Anyone know how that was done?
Posted: Mon Feb 13, 2006 4:50 pm
by Fantom13
Force is what pushes you back. You can find that value in the JPT! tag.
Posted: Mon Feb 13, 2006 5:02 pm
by turk645
i actually looked into this for a while, what you want to edit is in the phmo, i think. it been a while but in insolence one of the unknows effects it, so far i found the scale, hight, and possably force. Once i remember the specifics i will get more in depth with it.
Posted: Mon Feb 13, 2006 6:18 pm
by Snaku
Ok, followed what you said and found... something.
Under string id/scripts there's some stuff that looks promising. Things about direction_up and direction_lat. Think I'd want to kill the lateral direction, but that come after. This is the part that looks most promising, though: (29338A0) 748:power_up [3660]
So, from the very VERY little I know about hex, I'm thinking that first part is like the address or something, no idea for the second number, and the third number, after the power_up would be the value I want to change. There's also a power_forward, which I'm guessing is the part at the top where it stops pushing you up and moves you to the shotgun platform... the direction of which would be controlled by the previously mentioned direction_lat thing.
I think I've got enough to start experimenting now. If anyone has anything further to add, I'd love to hear it.
[edit] So in hex, does a 0000 equal a null value, or would it just be some
other value?
[edit number 2] Ok, I feel really stupid asking this, but how do I change the value? I mean, I change it and everything's cool, but it doesn't save the change I made. Like, I open the tag again and it's back to normal. (I'm talking insolence, now)
Posted: Tue Feb 14, 2006 2:41 pm
by turk645
are you leaving the cursor on the number when you switch to a different tag, cause that sometimes causes that and the sting id just tells you what part you are editing. Example is that the lifts in foundation have two parts the one that pushes you up and the one that pushes you out at the top of them. If i remember correctly the second to last unknown or the first unknown under the four unidentifieds should be the scale. I'll have to take another look at things when i have the time to find the hight and force again.
Posted: Tue Feb 14, 2006 3:05 pm
by Snaku
I've tried leaving the cursor on, and not leaving the cursor on. Just doesn't seem to want to let me make any changes. I'm under the tag viewer plugin, I think. Is that the right one? Do I need a new plugin?
Thanks for the help. I'll try messing with the other values and stuff and see if I can get anything to work.
Ok, off the wall/random question that just popped into my head. Would it be possible to add upside down hvac's to the bottom of a warthog. Put one in the front and one in the back. Assign one to each trigger and increase the force. Now you've got a warthog that can jump, and when falling from the sky you can at least try to keep it upright. I've been thinking about an idea for a mod where the level would allow a kind of a long downward drop in a warthog, but it wouldn't be fun if you couldn't land on your wheels.
[edit] Ok, so it just occured to me how stupid that last question was. Of course you could use any projectile, increase the force and decrease the damage. Don't need the hvacs for warthog.
Posted: Tue Feb 14, 2006 3:11 pm
by turk645
odd that they wouldnt be changing, just mess around with it, you'll probably find the problem eventually, you can try updating it if you want to. I dont think you warthog idea would work though considering from what i've seen the lifts cant move at all.
Posted: Tue Feb 14, 2006 3:31 pm
by sundriedprawn
yay chocolate bit yes you can use a gun that has 2 projectiles eg,pp,rl,cc
Posted: Tue Feb 14, 2006 4:14 pm
by Snaku
Why two projectiles? You mean for the front and back? I was thinking I'd put those on seperate triggers. Like right trigger for front and left trigger for back. Wouldn't do any good if they always both fired at the same time. But maybe two projectiles in front and two in back. Wouldn't do crap for roll, but could help with pitch at least.
One more question: would it be possible to replace the projectile's effect with like a little steam jet or something? It'd look cool if when you corrected your fall it made a little jet of steam like the apollo spaceships and stuff. Could use the steam effe from hvac (loving those hvacs) and maybe size it down a bit.
Posted: Tue Feb 14, 2006 4:25 pm
by turk645
i think sundriedprawn just posted in the wrong topic. Any way i dont that would work unless you did use a projectle to add force and just change the effect but that would just leave you with one direction the force could go unless you could add two weapons to the vehicle at once and make one shoot with the l trigger and the other shoot with the r trigger.
Posted: Tue Feb 14, 2006 4:40 pm
by Snaku
Umm... that's what I meant. One in front and one in back.
Anyway, back to the whole hvac thing (heh. I hijacked my own thread).
The only thing I can find that seems helpful in any way is "tag information" and it just doesn't seem to allow for making changes. Am I missing a plugin? I click change plugin and I get "swapper" which seemingly would allow me to swap out the hvac's physics for something else's... don't think that'd help too much. Then there's "tag information" which I've already mentioned. Then "IFP plugin 'phmo' v0.1 by Iron_Forge" which has a reflexives spot, but nothing is there. Then there's "XML Plugin -'phmo.xml'" which brings up visible values: Alive (set to false) and object weight, neither of which seems helpful. The hvac's object weight is 769 and some change, and the hvac short's is 289 and some change.
Sorry I'm making no headway. I swear I'm not being lazy--I'm just stumped. And kind of new at this to boot. I tried doing a search for air lifts and got a whole lot of nothing. Searching Hvac only brought up this thread.
Posted: Wed Feb 15, 2006 3:45 pm
by turk645
set iron forges plugin to dev mode and go into unknown 4, that has the information for the lift physics.
Posted: Wed Feb 15, 2006 5:38 pm
by Snaku
Cool....
Uh..... what? How do I put it in dev mode.