On the bottom of each .mis file we can add these scripts to change just that.Between the }; s and object write end add these scripts with defaultmarble.(Whatever Effect)#);
maxRollVelocity = 55;
angularAcceleration = 120;
maxRollVelocity = 15;
angularAcceleration = 75;
brakingAcceleration = 30;
gravity = 20;
staticFriction = 1.1;
kineticFriction = 0.7;
bounceKineticFriction = 0.2;
maxDotSlide = 0.5;
bounceRestitution = 0.5;
jumpImpulse = 7.5;
maxForceRadius = 50;
We need to put these scripts on the bottem of every level even if it has no custom forces, because sometimes marble settings carry over to different levels. If you wanted the Jump to be more powerful, but everything else the same you would post this:
defaultmarble.maxRollVelocity = 55;
defaultmarble.angularAcceleration = 120;
defaultmarble.maxRollVelocity = 15;
defaultmarble.angularAcceleration = 75;
defaultmarble.brakingAcceleration = 30;
defaultmarble.gravity = 20;
defaultmarble.staticFriction = 1.1;
defaultmarble.kineticFriction = 0.7;
defaultmarble.bounceKineticFriction = 0.2;
defaultmarble.maxDotSlide = 0.5;
defaultmarble.bounceRestitution = 0.5;
defaultmarble.jumpImpulse = 15.5;
defaultmarble.maxForceRadius = 50;
(Jump impulse was changed from 7.5 to 15.5) To see what this does copy it into any .mis and play that mission.
If you want everything the same post
defaultmarble.maxRollVelocity = 55;
defaultmarble.angularAcceleration = 120;
defaultmarble.maxRollVelocity = 15;
defaultmarble.angularAcceleration = 75;
defaultmarble.brakingAcceleration = 30;
defaultmarble.gravity = 20;
defaultmarble.staticFriction = 1.1;
defaultmarble.kineticFriction = 0.7;
defaultmarble.bounceKineticFriction = 0.2;
defaultmarble.maxDotSlide = 0.5;
defaultmarble.bounceRestitution = 0.5;
defaultmarble.jumpImpulse = 7.5;
defaultmarble.maxForceRadius = 50;
at the bottom. You still need to put this or some settings will carry over.
I think it is really cool. Just play around with it and tell me what you think