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Gravity: Difference between revisions
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Added what .1 does. |
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|files={{Categ|ini=rules}} | |files={{Categ|ini=rules}} | ||
|types={{Categ|AudioVisual}} | |types={{Categ|AudioVisual}} | ||
|values={{values|unsigned | |values={{values|unsigned integer}} | ||
|default=3 | |||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
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|yr=yes | |yr=yes | ||
}} | }} | ||
Sets a constant used in calculating the gravity effect on ballistic | Sets a constant used in calculating the gravity effect on things like ballistic [[projectiles]] (anything with {{f|Arcing|yes|link}}), [[Locomotor#Available_Locomotor_CLSIDs|hovering]] vehicles and [[BehavesLike#BehavesLike.3DSpark|spark]] particle systems. Higher value implies higher gravity.<br/>The higher the setting the faster and lower the shells fly, with 50 enough to drastically flatten the arcs to something resembling normality at about range 1-8. However, at certain elevations and angles units will miss, hitting behind or next to their target. | ||
Setting Gravity to | |||
Setting Gravity to 0 will cause ballistic projectiles to remain still, fly backwards or to just explode straight away. |
Latest revision as of 18:57, 19 April 2022
Flag: | Gravity |
File(s): | rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Default: | 3 |
Applicable to: | AudioVisual |
Sets a constant used in calculating the gravity effect on things like ballistic projectiles (anything with Arcing=yes), hovering vehicles and spark particle systems. Higher value implies higher gravity.
The higher the setting the faster and lower the shells fly, with 50 enough to drastically flatten the arcs to something resembling normality at about range 1-8. However, at certain elevations and angles units will miss, hitting behind or next to their target.
Setting Gravity to 0 will cause ballistic projectiles to remain still, fly backwards or to just explode straight away.