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Thread: [Q?] Air acceleration and air control

  1. #1
    Rocket jump! Lateksi's Avatar
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    [Q?] Air acceleration and air control

    I want to make a couple MP maps, and I had this idea for Quake inspired movement. There are no strafe jumping mechanics in Halo so it's not possible to replicate, but I came up with couple ideas which might make the maps play in a fun way.

    Is it possible to make players have more air control? Example: Imagine you're in midair, and you're able to change direction (to where ever you're pointing your mouse, not up or down of course) while holding run forward key? There's just a tiny bit of air control in Halo already. And second question about acceleration: what would I have to do to make players gain speed in relation to how long their jump is? Script work?

    Examples from Quakeworld and Quake 3 CPMA:
    https://youtu.be/CC0g6aFDq_Q?t=38s
    https://youtu.be/OgPKXT5UTPE?t=2m55s
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  2. #2
    Neanderthal Dwood's Avatar
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    Re: [Q?] Air acceleration and air control

    If i remember the air movement is a tag setting, but I don't remember that well, sorry.
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  3. #3
    Venez voir maman. Tnnaas's Avatar
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    Re: [Q?] Air acceleration and air control

    In globals\globals.globals under player information. It's "airborne acceleration" and the default is 0.035 worlds units per second squared.



    Increasing that should will allow players to have greater control of their movement while airborne.

    EDIT: After a quick test - and an airborne acceleration value of 500 (basically instant acceleration) - you never travel faster than your movement speed. If you crouch and jump, you move at the "walking speed," and if you run and jump, you move at the "running speed." Crouch-jumping slows my airborne speed down as well, and standing from a crouched jump speeds it up.

    At my value, I halt all directional movement when I let off a key. Also looking up at your example in the original post, changing direction in midair is completely possible. I was able to go left and right, forwards and backwards, easily, but go no faster than if I was simply walking.
    Last edited by Tnnaas; March 23rd, 2015 at 02:35 PM.
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  4. #4
    Rocket jump! Lateksi's Avatar
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    Re: [Q?] Air acceleration and air control

    Thanks a lot, that was very informative, Tnnaas!
    I have to test this stuff by myself when i'm sober.
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  5. #5
    Venez voir maman. Tnnaas's Avatar
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    Re: [Q?] Air acceleration and air control

    Also play around with Acceleration Scale at the top of .biped (and other) tags. That'll help with your rocket jumping. The cyborg default is 0.7, the warthog 0.3, and most weapons are 2. I would play around with that to see what feels best when you're rocket/grenade jumping. I believe* Acceleration Scale is affected by .damage_effect tags that have a non-zero value under Instantaneous Acceleration.

    *I've only done some basic testing with this. Melee and Melee Response damage_effects don't have an Instantaneous Acceleration value, but launched my warthog (with Acceleration Scale value 500, hah) across the map and through world geometry. There may be something more to this than just numbers in boxes. Note the "Category" dropdown above Instantaneous Acceleration. I don't know if I'll look into it later, but game code may determine what wakes physics and what doesn't, but I could be entirely wrong.
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  6. #6
    Senior Member stunt_man's Avatar
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    Re: [Q?] Air acceleration and air control

    If you need any help making your BSP let me know
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