Gravity
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Re: Gravity
Posted by alingrecea on Wed Jan 5th at 9:11pm 2005


Hi. WHO knows how to make an ingame switch that will disable and enable gravity?





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Re: Gravity
Posted by Orpheus on Wed Jan 5th at 9:16pm 2005


i absolutely insist no one explain this till he spells gravity correctly.. once is a typo, twice is by design [addsig]



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Re: Gravity
Posted by alingrecea on Wed Jan 5th at 9:23pm 2005


Are u satisfied now?





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Re: Gravity
Posted by Orpheus on Wed Jan 5th at 9:27pm 2005


stop please, my diaper budget has already exceeded my weekly allowances. [addsig]



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Re: Gravity
Posted by Orpheus on Wed Jan 5th at 9:51pm 2005


*sighs*

thanx for the wet ass bud..

can someone please answer this guy, he doesn't seem inclined to fix the second typo

[addsig]




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Re: Gravity
Posted by RaPtoR on Wed Jan 5th at 10:05pm 2005


Nemas Problemas!

Just enclose the area witch you want to change the gravity in, with a huge solid. Then tie it to entry "trigger_gravity". It's keyvalues should be:
Name: gravitytut (example, you can use any name)
Startdisabled: No (if you want the gravity on at start)
Gravity: 0 (You can change it to any value between 0 and 1, for example: 0.16 would be moon gravity)

Now make a button witch will control the trigger_gravity, place it somewhere and remember to set the target to "gravitytut" or whatever you named your trigger_gravity brush to.

That should do the trick!
[addsig]




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Re: Gravity
Posted by alingrecea on Wed Jan 5th at 10:49pm 2005


well i have tryied and it does not work.



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Re: Gravity
Posted by Leperous on Wed Jan 5th at 11:30pm 2005


Start from the beginning- just make a trigger_gravity in the volume where you want lower gravity, and set the "gravity" property. Check that works, then make some kind of Output (e.g. on a func_button) that toggles the trigger_gravity entity.

There is entity help given by the way, which explains all this sort of thing- click the "help" button when editing an entity.





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Re: Gravity
Posted by alingrecea on Thu Jan 6th at 6:21am 2005


Well thanks for the help. anyway . i did try with the trigger_gravity before i come here. SO my logic was like this . take a big brush big as the entire map because i want to be able to set the entire map with or without gravity. i said it is active on start and the gravity is on on trigger_grav. Then i took a button and i specified on the output to the trigger_gravity's name whatever i choose, to: on press activate or deactivate the trigger_gravity because i tryied both ways being active at start and not being active at the start of the map. I'm going to try again in a new map maybe is a conflict of something....



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Re: Gravity
Posted by ALEXtheGreat on Fri Jan 7th at 12:03am 2005


im probably wrong, but maybe you should use 'enable' and 'disable' instead of activate and deactivate. Or ar leperous said, use the 'toggle' command on the buttons output.



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Re: Gravity
Posted by uberDingo on Fri Jan 7th at 6:04am 2005


if you use the trigger_gravity and tie it to a brush you dont make it the entire size of the area you want that gravity in. it's a trigger so when you pass through it it takes effect.. so if you entered a small trigger_gravity brush then you would have that gravity applied to you the entire time afterwards, wether you where in that brush or not. That being the case I think that it wont give you the effect unless you go into the brush.. I mean, I don't know if it will effect you if you start off inside the brush, if that makes sense. also, you have to texture the brush with a trigger texture.

if that doesn't work for you check out my goof around map I made. There's a 'wind tunnel' section in there where I turn the gravity to -.1 so you float to the ceiling as if being pushed by a lot of air.

http://www.roadtripauctions.com/moc/funhouse.rar






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