My program doesn't have bugs. It just develops random features.

Legacy:Mod Ideas/Random Gravity

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Revision as of 23:48, 13 June 2006 by Ip-65-91-96-140.linkstarwireless.com (Talk)

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Mod ideas for any UT Engine Game – Random Gravity

Description[edit]

This mutator would change the level's gravity at set or random intervals. One minute you'd be flying, the next you'd be nearly locked to the ground.

Method[edit]

Simply modify the low-gravity mutator to accept different gravity settings, and then make a Timer that would randomly set new gravity between the two extremes.

Interested Scripters[edit]

If you are interested in developing this mod for any UT Engine Game then add your name to the list. Once you start development you should indicate that below (and hopefully include a link to a journal page). Before you start development you should also check this section to see if anyone else has started.

  • Kamek (Postal 2 version)

Discussion[edit]

Kamek: I'm going to make this for Postal 2, if anyone wants to make a UT flavor feel free.

xX)(Xx: Possibly as well as a mutator, a zone info variant? EG. Random Gravity Zone

Kamek: Totally possible, and would definately make for some wild maps. :)

iSlak: I'm pretty inexperienced to UT coding but here's my attempt at the UT2K4 version:

var float GravityZ;
 
event PreBeginPlay()
{
	SetTimer (10.0, true);
}
 
function Timer()
{
	local PhysicsVolume myPhysics;
 
	GravityZ = -(Rand(1800));
 
	foreach AllActors(class'PhysicsVolume', myPhysics)
	{
		myPhysics.Gravity.Z = GravityZ;
	}
}

It worked well with single player, including vehicles in Onslaught. I'm not sure how this would run in network play.

Missilemaster: Fixed a typo in there for you...it said "myPysics" (no "h") before. :P