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ZoneInfo tag Request

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GcSkaarj
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Joined: Wed Oct 21, 2009 4:17 pm

ZoneInfo tag Request

Post by GcSkaarj »

I'm wondering how to create a surface with heavy/medium friction (like Sand/Snow), the opposite to lower the ZoneGroundFriction parameter in a Zone, but I can't figure it out, I suppose that this feature is not working in the game.

Well like me, other guy in this post: http://www.oldunreal.com/cgi-bin/yabb2/ ... 867695/3#3 have the same problem, so the reason of this post is to ask, if it's ´possible to enable some way to do this (could be by raising the GroundFriction parameter above 4, or perhaps in the Friction parameter on a singular texture).

Thanks

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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: ZoneInfo tag Request

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

What do you mean? The default friction is already very high, what do you think would happen if you set it even higher? :-?
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GcSkaarj
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Re: ZoneInfo tag Request

Post by GcSkaarj »

By friction Im meaning to the way that a surface can slow down your walking/run movement on it, like if you are walking in snow or sand, you will move at, for example at 70% of the normal speed. In other words the same slow-down effect on a TarZone, but in the ground.

Raising the valor above 4, will make a surface stops you in the same milisecond that you release the movement key.
Last edited by GcSkaarj on Tue Apr 13, 2010 5:14 pm, edited 1 time in total.
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GcSkaarj
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Re: ZoneInfo tag Request

Post by GcSkaarj »

I have found in the tar zone the same thing that i'm talking:

event ActorEntered( actor Other )
{
     Super.ActorEntered(Other);
     if ( Other.IsA('Pawn') && Pawn(Other).bIsPlayer )
           Pawn(Other).WaterSpeed *= 0.1;

Well, this work fine, but is water, so (at least for add in "MyPackage") there is something like "GroundSpeed"? (that only affect the movement of the player when touching the ground)
Last edited by GcSkaarj on Fri Apr 16, 2010 4:28 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: ZoneInfo tag Request

Post by []KAOS[]Casey »

you could make a very small zone only a few UU high that could act as a footzone, like shallow water deep enough only to make splashes that decreases movement speed, so once you jump you move fast again.

Code: Select all

event ActorEntered( actor Other )
{
     Super.ActorEntered(Other);
     if ( Other.IsA('Pawn') && Pawn(Other).bIsPlayer )
           Pawn(Other).GroundSpeed *= 0.1;
}

event ActorLeaving( actor Other )
{
     Super.ActorLeaving(Other);
     if ( Other.IsA('Pawn') && Pawn(Other).bIsPlayer )
           Pawn(Other).GroundSpeed = Pawn(Other).Default.GroundSpeed;
}
what I don't know is if "ActorEntered/leaving" works on zones when you have region.zone.footzone only. Worth a try.
Last edited by []KAOS[]Casey on Fri Apr 16, 2010 6:02 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: ZoneInfo tag Request

Post by []KAOS[]Casey »

Complex physics wasn't exactly on the to do list in 1995-1998
unregistered

Re: ZoneInfo tag Request

Post by unregistered »

ex member
Last edited by unregistered on Sat Aug 07, 2010 3:30 pm, edited 1 time in total.
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Smirftsch
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Re: ZoneInfo tag Request

Post by Smirftsch »

add a knife to run faster...
Sometimes you have to lose a fight to win the war.
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GcSkaarj
OldUnreal Member
Posts: 162
Joined: Wed Oct 21, 2009 4:17 pm

Re: ZoneInfo tag Request

Post by GcSkaarj »

you could make a very small zone only a few UU high that could act as a footzone, like shallow water deep enough only to make splashes that decreases movement speed, so once you jump you move fast again.

Code: Select all

event ActorEntered( actor Other )
{
     Super.ActorEntered(Other);
     if ( Other.IsA('Pawn') && Pawn(Other).bIsPlayer )
           Pawn(Other).GroundSpeed *= 0.1;
}

event ActorLeaving( actor Other )
{
     Super.ActorLeaving(Other);
     if ( Other.IsA('Pawn') && Pawn(Other).bIsPlayer )
           Pawn(Other).GroundSpeed = Pawn(Other).Default.GroundSpeed;
}
what I don't know is if "ActorEntered/leaving" works on zones when you have region.zone.footzone only. Worth a try.

Excellent, it works perfectly!


8-)

I added your code to a DynamicZoneInfo and it's perfect for create some easy added "speedzones", for dificcult (or help) the movement, like deep snow/sand or burning coal hahaha.

To take advantage of your code (and the tarzone waterspeed too) I think that it would be interesting to have incorporated it to a default ZoneInfo tag.


Thanks man
Last edited by GcSkaarj on Fri Apr 16, 2010 7:53 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: ZoneInfo tag Request

Post by []KAOS[]Casey »

Good to know it works.
Pravin

Re: ZoneInfo tag Request

Post by Pravin »

Just don't suicide in such a zone.   :-X
Last edited by Pravin on Fri Apr 16, 2010 9:08 pm, edited 1 time in total.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: ZoneInfo tag Request

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Just don't suicide in such a zone.   :-X
Yeah, it makes you move slow in general...
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