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Author | Topic: PQ Feature Spotlight #4: Physics Mod Trigger (Read 4,647 times) |
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|  | PQ Feature Spotlight #4: Physics Mod Trigger « Thread Started on Jun 20, 2012, 4:26pm » | |
Hey there,
Back in the early days of PlatinumQuest (2.5 years ago) we came up with a feature simply titled the ‘Physics Mod Trigger’, or PhysMod for short. When the marble enters this trigger, one or more physics values are modified, such as marble speed or the gravity settings.
A picture is worth a thousand words, so let's check out a couple levels!
![[image] [image]](http://platinum.philsempire.com/platinum/PlatinumQuest/Trailers/Orthogonality.PNG) Pictured: Take advantage of the marble's heightened jumping ability. Level: Orthogonality, by Pablo
![[image] [image]](http://platinum.philsempire.com/platinum/PlatinumQuest/Trailers/MessingWithPhysics.PNG) Pictured: Put your physics knowledge to the test! Level: Messing with Physics, by Andrew
Showcased: The tutorial level for the PhysMod, Fundamentals of Physics, by Pablo.
The PlatinumQuest Feature Spotlight will conclude with #5 in a few months. Stay tuned for it because it is one of our biggest gameplay features - we are very excited for you to see it! Like the PhysMod, it was one of the very first features in PlatinumQuest, and we consider it game-defining.
Stay relative, The Platinum Team
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Dec 1, 2011, 11:19am, perishingflames wrote:Marblefire's post was dripping with so much sarcasm that it was almost offensive  |
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #1 on Jun 20, 2012, 4:38pm » | |
Looks so awesome!!! I can't wait for pq
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #2 on Jun 20, 2012, 4:50pm » | |
I am honored to be the first to comment. I need to learn to get to my point faster and not leave the screen open for 20 minutes. 
This is definitely an interesting thing as it opens up hundreds of level ideas! There are so many ways this feature could be used - for both aiding in the marble's progress as well as hindering it in ways. I can definitely see potential in this. It's amazing how such a fairly simple feature can be so effective! Great work Platinum Team.
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #3 on Jun 20, 2012, 9:38pm » | |
This is astounding! I did not think any of this was actually possible. Great job you guys!
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #4 on Jun 20, 2012, 10:40pm » | |
This looks amazing, I like the new help trigger GUI and the particles for the white flames. The dts for the checkpoint and start pad are smooth. It looks like you guys kept the platinum and ultimate times, which is interesting. Anywho, can't wait for no. 5
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #5 on Jun 20, 2012, 10:48pm » | |
I'm really liking some of the graphics. The spawn and finish pads are very decorative.
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #6 on Jun 21, 2012, 12:02am » | |
AHHH!! NOOO ITS MBEMERALD'S SCRIPT TRIGGER...
Nice job guys! Love everything that was presented! and don't mind my scratched out comment 
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #7 on Jun 21, 2012, 3:42am » | |
Same idea as (insert every new mod here), but better execution IMO. It's not the feature that counts, but the way said feature is used. Awesome work! Also, are the white particles added automatically or manually?
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #8 on Jun 21, 2012, 4:16am » | |
Wow! This will be an amazing feature for PQ! I love what you did there! I know this game will be awesome.
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #9 on Jun 21, 2012, 5:00am » | |
Superb work, guys. I missed a lot but it's definitely coming together very well.
Btw, I like the look of the help triggers!
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #10 on Jun 21, 2012, 5:00am » | |
It will be mine. ALL MINE.
YOU'RE GOING TO LOVE ME.
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #11 on Jun 21, 2012, 6:20am » | |
Jun 21, 2012, 3:42am, Hi Guy wrote:| Same idea as (insert every new mod here), but better execution IMO. It's not the feature that counts, but the way said feature is used. Awesome work! Also, are the white particles added automatically or manually? |
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To me it looks like manual adding of a trigger or other object to "hook" onto, then the game adds them in...since we both know higuy that we can't save particleemitternodes to the mission file.
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #12 on Jun 22, 2012, 3:32pm » | |
It looks great!I can't wait for play PQ
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #14 on Jun 23, 2012, 12:54am » | |
Jun 20, 2012, 9:38pm, awengrocks wrote:| This is astounding! I did not think any of this was actually possible. Great job you guys! |
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It's actually very easily possible. It works like this:
Code:datablock TriggerData(DifferentPhysicsTrigger) { tickPeriodMS = 100; }
function DifferentPhysicsTrigger::onEnterTrigger(%this, %trigger, %obj) { defaultmarble.gravity = <insert number here>; } function DifferentPhysicsTrigger::onLeaveTrigger(%this, %trigger, %obj) { defaultmarble.gravity = 20; }
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For super jumps, replace gravity with jumpimpulse. Default is 7.5. For super speed, I believe you replace gravity with maxRollVelocity. Default is 15. You may also want to add in angularAcceleration, with a default of 120.
And there you have it. I just figured out exactly how part of PQ works.
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #15 on Jun 23, 2012, 1:09am » | |
Haha, is that so? My knowledge in coding is pretty shallow so uh, yeah .
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #16 on Jun 23, 2012, 2:15am » | |
But, you didn't make a particle for it.
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #17 on Jun 23, 2012, 2:47am » | |
This looks great. Nothing new TBH, but still it has never been implemented into a mod to the best of my knowledge. Especially not so well.
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #18 on Jun 23, 2012, 6:35am » | |
Jun 23, 2012, 12:54am, Marblemaster1 wrote: Jun 20, 2012, 9:38pm, awengrocks wrote:| This is astounding! I did not think any of this was actually possible. Great job you guys! |
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It's actually very easily possible. It works like this:
Code:datablock TriggerData(DifferentPhysicsTrigger) { tickPeriodMS = 100; }
function DifferentPhysicsTrigger::onEnterTrigger(%this, %trigger, %obj) { defaultmarble.gravity = <insert number here>; } function DifferentPhysicsTrigger::onLeaveTrigger(%this, %trigger, %obj) { defaultmarble.gravity = 20; }
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For super jumps, replace gravity with jumpimpulse. Default is 7.5. For super speed, I believe you replace gravity with maxRollVelocity. Default is 15. You may also want to add in angularAcceleration, with a default of 120.
And there you have it. I just figured out exactly how part of PQ works.  |
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%obj.getDatablock().property = val;
safer so it works for all marble datablocks^
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #19 on Jun 23, 2012, 8:10am » | |
Jun 23, 2012, 2:15am, ๖ۣۜAddict™ wrote:| But, you didn't make a particle for it. |
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I know how to do that; I'm just too lazy to.
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #20 on Jun 23, 2012, 10:11am » | |
You should submit this for MBDK.
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #21 on Jun 23, 2012, 1:19pm » | |
Jun 23, 2012, 10:11am, ๖ۣۜAddict™ wrote:| You should submit this for MBDK. |
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There's already 2 threads there that show how...
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #22 on Jul 5, 2012, 9:55am » | |
Jun 23, 2012, 1:19pm, Don.Gato wrote:
Exactly. It's so easy to do I intentionally didn't add it.
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #23 on Aug 12, 2012, 5:22pm » | |
You guys are awesome! Can't wait for new features/release!
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #24 on Aug 15, 2012, 7:20pm » | |
The PQ song, in the vid, didn't it sounds like a "Seaside Revisited Remix" to your ears?
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #25 on Aug 16, 2012, 1:50am » | |
Aug 15, 2012, 7:20pm, Ralph wrote:The PQ song, in the vid, didn't it sounds like a "Seaside Revisited Remix" to your ears?  |
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Not really, no.
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|  | Re: PQ Feature Spotlight #4: Physics Mod Trigger « Reply #26 on Aug 17, 2012, 1:06am » | |
We have release nao?
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