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 Orbit Lands - It's gravitationally delicious! 
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Joined: Fri May 30, 2008 9:38 pm
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Post Re: Orbit Lands - It's gravitationally delicious!
numgun wrote:
Not sure but i'd assume there would be a 0-gravity zone between the two planets. The closer you get to the middle between the planets, the more the effect of gravity canceling each other would work.

Or alternatively the object that is caught in the middle it torn into 2 by the force. I still bet on the former though.

Damn numgun that's um very descriptive, you know what I mean. But it gives me a very good idea, you know what I mean.

Can someone say "zero G" or Actor execution pit, or how about something with gravity that smashes anything in between them.
crud picture but it'll do
Gravity>(+)<Gravity
Actor in middle
See the gravitational push of both sides slowly crushing the actor trapped in the middle under all the force, you know what I mean.


Fri Dec 12, 2008 11:17 pm
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Post Re: Orbit Lands - It's gravitationally delicious!
What you're talking about is called spaghettification, and you don't even need two bodies of high gravity to do it. In a sufficiently high gravity field, the difference between the force of gravity pulling part of you that's closer to the object and that pulling farther away can rip you apart as you fall.


Sat Dec 13, 2008 12:26 am
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Post Re: Orbit Lands - It's gravitationally delicious!
In terms of this mod (not real life):
In the original version the actor would rapidly spaz between the two forces as the gravity is globally and constantly applied.
In the newer version, it would be in 0 G assuming that the two forces are of equal distance and force.


Sat Dec 13, 2008 12:34 am
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Post Re: Orbit Lands - It's gravitationally delicious!
I love the idea of a planetoid level. It offers interesting dynamics to combat on the surface, and below it.

However, would it be possible to make levels that include multiple planetoids?
Imagine a mission such as: "The Ronin have an ore refinery somewhere within this sector of the kuiper asteroid belt. We want you to find it, and eliminate it by any means possible."
And the mission would party involve successfully navigating the gravity between each body.

I don't know if that's far fetched or not, though.

In any case, this is the best level I have seen to date. Keep it up. :grin:


Sun Dec 14, 2008 2:35 am
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Post Re: Orbit Lands - It's gravitationally delicious!
This is simply awesome. You should make a sun with massive gravity and an orbiting asteroid belt, one of the said asteroids has your brain in it! the map size should be as large as possible and it will be PERFECT.


Sun Dec 14, 2008 3:49 am
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Post Re: Orbit Lands - It's gravitationally delicious!
i hope data would make some special code for movement depending on gravity


Sun Dec 14, 2008 6:06 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Data on Orbit Lands wrote:
Oh damn.. this makes me want to redo all the code that assumes downward gravity! That would be a LOT of work to get right though.. maybe worth it though?

It's possible, but don't get your hopes up.


Sun Dec 14, 2008 6:18 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Hmm, I just had a thought (oh noes....). Could you, theoretically, use gravity wells to build a long accelerator in the level? One that will send anything caught in the middle ♥♥♥♥ flying?


Sun Dec 14, 2008 3:33 pm
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Post Re: Orbit Lands - It's gravitationally delicious!
dracura wrote:
Hmm, I just had a thought (oh noes....). Could you, theoretically, use gravity wells to build a long accelerator in the level? One that will send anything caught in the middle fudge flying?

I was going to request something along these lines where anything put into a pipe gets super accelerated and uses lua to keep them from colliding with the wall.


Mon Dec 15, 2008 12:10 am
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Post Re: Orbit Lands - It's gravitationally delicious!
I was thinking gravity-slingshot though. So if something were placed into it and was too far off center, if would be ripped to shreds as it collided with a wall at an angle. And when properly placed, the gravity fields would linearly (hopefully) accelerate it in the direction of the strongest pull.

The concept is the same as magnetic accelerators.


Mon Dec 15, 2008 12:25 am
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Post Re: Orbit Lands - It's gravitationally delicious!
That's entirely possible, but I'm fairly busy now. If you want to, take a poke at the Lua, and you should be able to conceive it on your own :)


Mon Dec 15, 2008 2:50 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Can zones be linked to the existence of a certain actor within X units?
If so, I need to lern2lua.


Mon Dec 15, 2008 6:37 am
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Post Re: Orbit Lands - It's gravitationally delicious!
The Fat Sand Rat wrote:
Can zones be linked to the existence of a certain actor within X units?
If so, I need to lern2lua.


First bit checks existance, second bit checks distance.
Code:
if(MovableMan:IsActor(actor) and (actor.Pos - location).Magnitude < X) then
--Do stuff with zone
end


I just realized a whole crap load of cool stuff can be done with Vectors.

Example:

(vector).Magnitude -- gets the magnitude (scalar) of a vector (I just found this out (It's not in our current documentation (Kickass)))
(vector) - (vector) = distance between them -- Assuming they are both in world coordinates I.E. actor.Pos - gun.Pos < 12, gets the distance in vector format (use .Magnitude to get scalar distance)
(vector):CapMagnitude(12) -- Vector's magnitude can never go past 12. I.E. actor.Vel:CapMagnitude(12), that actor will never go faster than 12 in any direction.


Mon Dec 15, 2008 6:53 am
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Post Re: Orbit Lands - It's gravitationally delicious!
You can also use the point_distance function I built into Orbit Lands. But yes, you can do that.


Mon Dec 15, 2008 4:43 pm
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Post Re: Orbit Lands - It's gravitationally delicious!
I've found that this map is a great way to test if rocket launchers are too weak or too powerful.


Sat Dec 20, 2008 4:16 am
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