For those of you wishing that the Invisible Gravity Volume's area of effect wasn't so damn big I believe I have a fix for you. What you will need to do is add your Gravity Volume and whatever isn't outside of your forge map or hidden in forge blocks you just simply cancel out by adding a trait zone perfectly over top. Here is a really crappy visual example I hope you can understand. The near perfect trait zone balance that I have found is. (Under Movement) Jump Height - 125 Player Gravity -150 In other words Jump is reduced by 25% and gravity is increased by 50%. When you add this trait zone property to the unwanted portion of your Gravity Volume it will set it back to normal gravity. Before you ask, yes, by doubling and I would assume but have not tested, by tripling the base adjusted Trait Zone values, you can reset your stacked Gravity Volumes back to normal gravity. This may work well but not perfectly for people trying to rebuild troubled lifts like those that can be found in old maps such as Construct, hint .. hint .. HINT!
I think he's trying to say that 125% jump and 150% gravity trait zones do the same/similar thing to a gravity volume.
I thought so too, but then I re-read it and thought he was trying to hide invisible gravity volumes, which are, mind you, invisible. But now after another read I think he's trying to make a gravity volume canceling zone... I honestly don't know.
lol, sorry I thought I was being clear, apparently not. These settings are too reset unwanted areas of the gravity volume back to normal gravity. The reason why I said invisible gravity volume is because there is little need to have random areas with different volumes inside of a visible volume. In the example I listed above for construct, the space would most likely be around 2 by 4 leaving a lot of gravity zone bleed into your map. What i would recommend is add the invisible gravity volume and then add a trait zone, with the settings I listed above, to cover the area that is not within the gravity lift room.
This is actually extremely helpful - thanks. Basically you're giving people the capability to have smaller and more irregularly-shaped grav zones, not just 5x5 and 10x10.
Gotcha now. It's an interesting concept but I think it's worthy of note that you can also cancel out gravity using additional gravity volumes; also, you can't triple those values to cancel out tripled gravity. I had more I was thinking of but totally spaced so that's all the criticism I have for now.
@Nutduster You got it! Just figured I would share. @Rethal I think you're confusing gravity cancelling with Gravity volume cancelling. This is made to add regular gravity back to an the affected area to act as though the Gravity volume was never there. Refer to Nutdusters post above. I would love it if there was a way to cancel gravity out without the jump. I think you can cheat a little by adding a one way shield to the floor and bouncing people off the ground. This is still an interesting way to potentially make a lift that you can jump into mid stream. Does anyone know if the one way shield still creates a field of effect through floors and walls?
Sorry, I meant cancel out the additional gravity. By using an upside-down volume. That said, I completely agree and want to find a good way to do it myself. I was considering the exact same idea though.
The catch with cancelling out the Gravity Volume using a Gravity Volume is that now you create a downward force on the area outside of the original Gravity Volume. Since Trait Zones can be custom sized you can remove the effects of the original Gravity Volume in the exact space needed without it affecting the rest of the level. The variation between regular map gravity and the new corrected gravity maybe about 5-7% which is more than acceptable. I'm assuming that since this is percentage based it may still function correctly on maps that have used a game variant that has an adjusted base player gravity. ie Quake game varients.
Gravity volumes also affect grenades and explosive physics, which isn't cancelled out by the trait zones. Something to keep in mind.
Aww man, is that true? Have you tested it first hand? How much of a change to trajectory is it? Do they literally float? Sadly that Gravity volume's even better for multi level lifts but worse if you can't actually cancel out the affect. I can't for the life of me figure out why they didn't make it resizable or at the very least down to a 2H*2W*1L then we could stack or widen as needed. Even a 3H*2W*1L would be good. Odds are you want them to go a few levels anyway and Grav lifts are so damn finicky in Halo 4. @Atik Grav zones share a couple of trait zones gravity volume features but the differences are what makes the Grav zone worthwhile. The new Trait zone features feel reasonable polished but Gravity Zone seems like they were trying to do something specific and never got it completed before shipping. Realistically the Grav zone should have just been the addition of probably one more set of stats in the Trait zone list with the option of adding visible/invisible effects. Couple this with the addition of a handful of colored effects options and the existing cool new visual effects section and you could do truly incredible things. Then there'd be a tonne of people all be complaining that there were not enough channels. The other failing with forge is adding too many uniquely shaped items when they haven't fully realized the core building blocks of Halo. Realistically they should have had an option on each block to change it to one of e few textures. Same pieces unlimited options. Like concrete, god I wish they offered a simple concrete texture.
Thank you for this! It is very very very helpful and has obviously many applications, and because of that is making a Construct remake very possible indeed, but I'm currently working on a very heavily Guardian inspired work at the moment, if I decide to start on Construct I'll be sure to thank you further!
it was very clear, and I have no idea how anyone could have not understood... [br][/br]Edited by merge: I used some ideas from this thread and another one to finally realize the type of grav lift I've wanted to make. It goes like this. Set Trait zone to exact dimensions you want your lift to have. Place inside lift (duh). Set that trait zone to have 50% gravity and no fall damage. Also make jump movement either 200% or 300% depending on how high you intend to go. Lift can function as a two-way lift that causes no damage from falls within it. For my specific application I made it a one-way lift because I do not want someone going down to interfere with someone going up, and the space is tight. I used man-cannons to propel the jumper even further up the lift. There appears to be no limit to how high you can make this lift either. Good luck.