Re: Gravity
Posted by alingrecea on
Wed Jan 5th 2005 at 9:11pm
18 posts
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Registered:
Dec 27th 2004
Occupation: Student
Location: USA
Hi. WHO knows how to make an ingame switch that will disable and enable gravity?
Re: Gravity
Posted by Orpheus on
Wed Jan 5th 2005 at 9:51pm
Orpheus
member
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Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
sighs
thanx for the wet ass bud..
can someone please answer this guy, he doesn't seem inclined to fix the second typo :biggrin:
Re: Gravity
Posted by RaPtoR on
Wed Jan 5th 2005 at 10:05pm
Posted
2005-01-05 10:05pm
RaPtoR
member
212 posts
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Jan 1st 2005
Location: Sweden
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!
Re: Gravity
Posted by alingrecea on
Wed Jan 5th 2005 at 10:49pm
Posted
2005-01-05 10:49pm
18 posts
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Registered:
Dec 27th 2004
Occupation: Student
Location: USA
well i have tryied and it does not work.
Re: Gravity
Posted by Leperous on
Wed Jan 5th 2005 at 11:30pm
Posted
2005-01-05 11:30pm
Leperous
Creator of SnarkPit!
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Aug 21st 2001
Occupation: Lazy student
Location: UK
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.
Re: Gravity
Posted by alingrecea on
Thu Jan 6th 2005 at 6:21am
18 posts
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Registered:
Dec 27th 2004
Occupation: Student
Location: USA
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....
Re: Gravity
Posted by ALEXtheGreat on
Fri Jan 7th 2005 at 12:03am
Posted
2005-01-07 12:03am
9 posts
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Registered:
Jan 6th 2005
Occupation: School
Location: Sverige
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.