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Gravity Fields -=[RESOLVED]=-

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I need some help working on this new element, the Gravity Field. However, this product is going to take a while to explain. The Gravity Field is a particle field emitted from a surface that, on contact, changes the gravity of certain objects. These objects are Tesla Cubes, glass cubes that become active for 15 seconds when charged by a Tesla Coil. As seen here: http://cloud-2.steampowered.com/ugc/594 ... 55C810842/
(I know that the Tesla Coil is ugly, because it's not even a model.)
http://cloud-2.steampowered.com/ugc/594 ... 9CB1FE4D5/

Unfortunately, I would like to make it so that only the Tesla Cube can have it's gravity reversed, having the Flags set to "physics" only doesn't quite cut it, and I have no idea how I could do this with a filter_activator_name.

Another thing that's annoying is this glitch, where if the Tesla Cube becomes stationary in the gravity field (it's against a wall and isn't moving) and the Tesla Cube runs out of energy, it won't fall back down. I know this is a glitch because if I place a Portal by it (it doesn't even have to be on the same wall) then the cube will fall down.
This is what it looks like when it's charged and is holding down the button: http://cloud.steampowered.com/ugc/59474 ... E6EA670B9/
This is what it looks like when it's run out of energy but is still stuck (pretend there isn't a point_tesla still on): http://cloud-2.steampowered.com/ugc/594 ... 2B5BC0974/

Feedback would be very nice! Please comment!

What exactly did you need help with?
What entities are you using (trigger_gravity, trigger_vphysics_motion, trigger_push)?

Also I believe you answered your own question with the filter_activator_name. All you need to do is have it filter to a certain name of your cube, if this is spawned by a template or entity_spawner, you might need to change the name of the cube after it spawns or even try wildcards (the * character) - however I'm not entirely sure if filters can take wildcards.

Cubes do stop and freeze while not in motion, therefore you will need to make sure the cube is always in motion. Create a very weak trigger_push inside your gravity fields - probably best to push it weakly upwards or downwards.

?????????????????????????????TWP Releases | My Workshop

Cover the room with a trigger_push, since you only want the cube to reverse gravity.
Flag the trigger_push only to physics and filter it to the cube.

The filter properties will have to be something like:
Name: telsacube_filter
Filter mode: Allow entities that match criteria
Filter name: telsacube

Just set the filter name of the trigger_push to telsacube_filter or whatever name you chose.

Objects don't update if a trigger_vphysics_motion is enabled over them until a force is applied. For the PUNT cubes I have a big trigger_push over the map to apply a tiny force for a moment after the cube is pressed.

Falsi sumus crusto!
ChickenMobile wrote:
What exactly did you need help with?
What entities are you using (trigger_gravity, trigger_vphysics_motion, trigger_push)?

Also I believe you answered your own question with the filter_activator_name. All you need to do is have it filter to a certain name of your cube, if this is spawned by a template or entity_spawner, you might need to change the name of the cube after it spawns or even try wildcards (the * character) - however I'm not entirely sure if filters can take wildcards.

Cubes do stop and freeze while not in motion, therefore you will need to make sure the cube is always in motion. Create a very weak trigger_push inside your gravity fields - probably best to push it weakly upwards or downwards.

A trigger_vphysics_motion. And I'm still kind of new at Hammer so what you said about using a filter totally went over my head.

then look it up on the vdc https://developer.valvesoftware.com/wiki/Filter They work just like you would expect, you can FILTER inputs based on certain perameters, like filter by name would allow you to only accept input from an item that was named "thiscubeisawesomeeeeee"... I'm nearly certain you can indeed use wildcards in filters.. so you could define a filter like this
Filter by name "lovemycube*"
now because I used the * wildcard, it will accept any number of characters after lovemycube, and it will still allow them... something like this would be allowed "lovemycube2i482siudhf9782h9b", but only because it begins with lovemycube



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

I can confirm that wildcards work in filters, but anything after an asterisk is ignored. So you can only use them at the end of names--thingy*2 gets you thingy1, thingy2, and thingy12, not just thingy2 and thingy12 as you might expect.

Falsi sumus crusto!

Argh! I know what filter_activator_names are and I've used them before- in fact I've been using them to make it so that only the Tesla Cube can activate the Gravity Field (but not so only the Tesla Cube is effected by it)! Sorry I didn't make that clear. I'm asking about how I would make the trigger_vphysics_motion filter the name of the cube!

https://developer.valvesoftware.com/wik ... ics_motion
The entity does indeed have a filter name option in it.

  1. Create your filter_activator_name
  2. Name it something. I usually name all my filters with the prefix filter_ so I know its a filter.
    ???- E.g. filter_teslacube
  3. Have it filter to your laser cube's Name in the Filter Name field
    ???- E.g. teslacube or teslacub* (wildcard - make sure nothing else starts with teslacub otherwise it will filter that as well)
  4. In your Trigger_vphysics_motion: the Filter Name option should be the name of your filter_activator_name
    ???- E.g. filter_teslacube
?????????????????????????????TWP Releases | My Workshop
Caden wrote:
I have no idea how I could do this with a filter_activator_name.
Caden wrote:
A trigger_vphysics_motion. And I'm still kind of new at Hammer so what you said about using a filter totally went over my head.

From these posts, you make it sound like you don't even know what they are.
ChickenMobile just answered the actual question. I would also like to point out that you can always combine filters using the "filter_multi" class



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps
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