Re: The bad-A Gravity Gun
Posted by Nickelplate on
Fri Nov 26th 2004 at 6:09am
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I have been able to put the gravity gun in my maps but not the REALLY COOL one from when you're in the citadel. Anyone have any ideas?
Re: The bad-A Gravity Gun
Posted by Captain P on
Fri Nov 26th 2004 at 11:12am
Posted
2004-11-26 11:12am
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I'd say you should wait for the release of the full SDK...
As for further thoughts on it, I think it's a level setting or some sort of entity that controls it's behaviour. I've replayed that area and cheated the gravity gun instead of picking up the overcharged one, and the normal one I picked up was overcharged too. Ah well, just some patience... :wink:
Re: The bad-A Gravity Gun
Posted by Nickelplate on
Sat Nov 27th 2004 at 12:28am
Posted
2004-11-27 12:28am
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maybe its a flag seting on the entity itself?
I thought the SDK was out??? anyway while we're talknig etities, how do i go aobut putting a monster in my level and how do i know the names GCFscape doesnt work for some reason.
Re: The bad-A Gravity Gun
Posted by RabidMonkey777 on
Sat Nov 27th 2004 at 12:56am
Posted
2004-11-27 12:56am
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They're placed with npc_ entities - like npc_alyx or npc_barney - We don't have all the names yet, so wait for the full SDK, but you could probably guess the ones you want with a bit of experimentation.
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I believe I read somewhere that the super gravity gun was a map variable.
Re: The bad-A Gravity Gun
Posted by Nickelplate on
Sun Nov 28th 2004 at 4:27am
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Well, you know since it seems like a one-shot-one-kill weapon, I thought it would be cool to ahve an arena where everyone ONLY got this weapon. Then it's like an "Insta-Gib" mode.
Re: The bad-A Gravity Gun
Posted by Leperous on
Mon Nov 29th 2004 at 2:35pm
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omaga's answer is close but not a solution, we'll answer this when the full SDK comes out.
Re: The bad-A Gravity Gun
Posted by omegaslayer on
Tue Nov 30th 2004 at 1:55am
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Then Ill just change it to a comment.
I Think the answer will be a special kind of trigger (when the full sdk comes out) that will target that part of the coding specifically, (like one needs to walk through it to activate it).
My guess would be to outline the entire level with this trigger (if it exists) and have them start off with the regular gravity gun.
Re: The bad-A Gravity Gun
Posted by skinkan on
Thu Dec 2nd 2004 at 8:16am
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"The super phys gun that you get in the last couple of levels is map based. To put it in your own map create an env_global entity and under 'global state to set' choose 'super phys gun is enabled'. Make sure you set Initial state to on."
1. Created player start etity
2. Created a env_global (and the settings)
3. Created a Weapon_pshygun (Layed it on the floor)
4. Created a item_suit ("Layed" it on the floor)
Complied, run the map, got in to the suit and picked up the gravitygun and I don't get that SUPERgravitygun.
Must I spawn with the gravitygun? If so, how do I fix that?
Re: The bad-A Gravity Gun
Posted by robdood on
Sun Dec 19th 2004 at 5:34pm
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Ok I know this has been answered but I found it wouldnt work for me until I made the weapon_physgun (on pick-up) trigger the env_global to 'turn on'. (use nanodeath's instructions from above for setting the env_global stuff) (to get the physgun to send a mesage on pick-up, check the output tab in the entity dialog, its fairly simple, just remember to name the env_global)
Once you pick up a physgun then it will change to that lovely blue :biggrin: :biggrin:
I have a demo map, but nowhere to host it...
Also, you wouldnt need to make a huge trigger brush covering the whole map, just one in a doorway/someplace the player has to walk through, activating the env_global.
Re: The bad-A Gravity Gun
Posted by DrGlass on
Sun Dec 19th 2004 at 11:31pm
Posted
2004-12-19 11:31pm
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couldn't you just have the wepon trigger the env_global once you pick it up?
Re: The bad-A Gravity Gun
Posted by Andrei on
Mon Dec 20th 2004 at 8:32pm
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What about the logic_auto? It triggers al sorts of things including the super-gravgun thingie.