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View Full Version : HCE [Q?] Air acceleration and air control



Lateksi
March 23rd, 2015, 08:36 AM
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

Dwood
March 23rd, 2015, 01:22 PM
If i remember the air movement is a tag setting, but I don't remember that well, sorry.

Tnnaas
March 23rd, 2015, 02:06 PM
In globals\globals.globals under player information. It's "airborne acceleration" and the default is 0.035 worlds units per second squared.

http://puu.sh/gMtsw.png

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.

Lateksi
March 24th, 2015, 05:56 PM
Thanks a lot, that was very informative, Tnnaas!
I have to test this stuff by myself when i'm sober.

Tnnaas
March 29th, 2015, 02:11 PM
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.

stunt_man
April 2nd, 2015, 11:05 PM
If you need any help making your BSP let me know