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Wildstar 2 vr
Wildstar 2 vr













To solve this, I first removed the low gravity volume and set up all jump pad destinations to properly function in normal gravity.

wildstar 2 vr

I discovered that building paths accounted for the low gravity volume and though my initial jump pad destinations appeared to be in the correct location, playing the map revealed that the force of the pads was only appropriate for low gravity. Once paths build, the force required to reach that destination is calculated. In the Unreal Editor, jump pads require a pad and path node destination to function. This volume is deactivated as soon as the map loads. "Titan VR" activates a low gravity volume when transitioning to space. This environment features a significant reduction of gravitational force, completely changing the flow of combat and allowing players to make much larger jumps. The second environment is a small station in the vacuum of space that controls the simulation. Titan's environment employs the default UTIII gravitational force. The simulated environment of Saturn's unique moon, Titan, takes place on a small mining outpost that overlooks the moon's red and rocky vista during a fierce methane rainstorm. This map maintains the layout and competitive integrity of the original "DM-17" while introducing more visual interest and a new gravity mechanic that is gameplay consequential. Players can prematurely activate the transition by heating or cooling all four of the simulation generators with certain weapons before each minute expires. "Titan VR" transitions between two unique environmental backdrops with different gravitational forces each minute throughout the match. Map, "The Longest Yard" ("DM-17") for Unreal Tournament III (UTIII). "Titan VR" is a remake of the classic Quake III Arena















Wildstar 2 vr