Author Topic: Filling the entire map with a physicalzone  (Read 565 times)

Hi,
I'm making a mod and i'm wondering how I can fill the entire map with a physical zone using code. I already have this:
Code: [Select]
function servercmdspace() {
    // Turn gravity off for a massive part of the map
    %zoneShape = "0.0 0.0 0.0 1.0 0.0 0.0 0.0 -1.0 0.0 0.0 0.0 1.0";
    %SBphys = new PhysicalZone()
    {
        position = "0 0 0";
        velocityMod = "0";
gravityMod = "0";
extraDrag = "0";
isWater = "0";
waterViscosity = "40";
waterDensity = "1";
waterColor = "0.200000 0.600000 0.600000 0.000000";
appliedForce = 0;
        scale = "100 100 100";
polyhedron = %zoneShape;
    };
    missionCleanup.add(%SBphys);
    $spacePhysics = %SBphys;
   
    if(isObject(%SBphys)) {
        talk("Physical Zone creation successful.");
    } else {
        talk("Physical Zone creation failed!");
    }
}
This is a test script for the mod. I have found that:
1. The zone never works if you set it's scale above 100
2. The zone almost never works anyway
3. When the zone does work, it stops working when respawning

And also, 100 is not infinite. So I was wondering how I could get it to cover the entire map, like in the old slate space. Help is apreciated.

"Slate" is infinite now

"Slate" is infinite now
one million torque units and then stuff starts to forget up, so i'd say that's the limit.

I forgot how you can show 1 million torque units in a scale for this, so i'm not much help on that part.

I had this problem with Triggers and TriggerData. I couldn't solve this either.

one million torque units and then stuff starts to forget up, so i'd say that's the limit.

I forgot how you can show 1 million torque units in a scale for this, so i'm not much help on that part.

To put it into more objective terms: in a biplane travelling 40 TU per second, it will take 25000 seconds to reach that point, or just under 7 hours. Good luck getting someone to fly in a straight line for that long.

There really is no such thing as infinite when it comes to stuff like this.  Also note that the position of the zone is actually its corner, not the center.


wtfs a physcalzon?
Water bricks create physical zones for a good reference as to things they can do.

Zone events that cause low gravity or additional drag or things like that are also physical zones.

Really pretty neat things.

one million torque units and then stuff starts to forget up, so i'd say that's the limit.

I forgot how you can show 1 million torque units in a scale for this, so i'm not much help on that part.
I am pretty sure that Torque has forgeted up that far away for ages. Definitely happened in Vanilla.

Okay, then.

How can I get it to a decent size that people are unlikely to find the way out of in script?

EDIT: Did it!
« Last Edit: August 16, 2012, 08:25:45 AM by chrisbot6 »