Gravity Fields
Quote from protoborg on March 21, 2013, 5:04 pmWhat is the best way to implement a gravity field? I know there are gravity triggers, but they don't appear to have a vector setting to them. I don't simply want to reduce or eliminate gravity. I want to change the direction of gravity. I know there is a variable in the code that has such settings, but I really don't want to have to go into the code simply to make a gravity field. So if someone could clue me in, I would appreciate it.
What is the best way to implement a gravity field? I know there are gravity triggers, but they don't appear to have a vector setting to them. I don't simply want to reduce or eliminate gravity. I want to change the direction of gravity. I know there is a variable in the code that has such settings, but I really don't want to have to go into the code simply to make a gravity field. So if someone could clue me in, I would appreciate it.
Quote from CamBen on March 21, 2013, 6:34 pmA trigger_vphysics_motion should work, there is a keyvalue for setting the gravity scale.
A trigger_vphysics_motion should work, there is a keyvalue for setting the gravity scale.
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Quote from Naulziator on March 21, 2013, 10:39 pmIf you want to have an effect similar to my GTest from last year, use linked_portal_door and set them up in alternate angles. First, you'll need to make an area with the altered gravity part being 'upright' with the main area. Copy the 'flux' area with a linked_portal_door and rotate it accordingly. Your textures should all rotate with the area indicated.
Unfortunately, linked_portal_door entities can only take up a maximum grid of 2048x2048. You should really only one linked pair at a time if you want to use portals between the 2 areas (due to portal limits).
If you want to have an effect similar to my GTest from last year, use linked_portal_door and set them up in alternate angles. First, you'll need to make an area with the altered gravity part being 'upright' with the main area. Copy the 'flux' area with a linked_portal_door and rotate it accordingly. Your textures should all rotate with the area indicated.
Unfortunately, linked_portal_door entities can only take up a maximum grid of 2048x2048. You should really only one linked pair at a time if you want to use portals between the 2 areas (due to portal limits).
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Quote from protoborg on March 25, 2013, 8:48 amThe problem with using the "linked_portal_door" method is that I am already using world portals in the level in question. I really shouldn't use any more of them as I wouldn't want the damn game to crash as I am using 3 WP in the level. Adding two more wouldn't crash the game but why risk it.
The problem with using the "linked_portal_door" method is that I am already using world portals in the level in question. I really shouldn't use any more of them as I wouldn't want the damn game to crash as I am using 3 WP in the level. Adding two more wouldn't crash the game but why risk it.
Quote from Naulziator on March 29, 2013, 11:03 amI've four WP active in the same spot on an old map once. The only thing it did was deactivate one or two of those portals when you create a pair of portals between these areas with your gun.
If your game is crashing, then one or more of those WP's aren't linked. You should be able to manage 2 WP's in the same room without too big an issue.
I've four WP active in the same spot on an old map once. The only thing it did was deactivate one or two of those portals when you create a pair of portals between these areas with your gun.
If your game is crashing, then one or more of those WP's aren't linked. You should be able to manage 2 WP's in the same room without too big an issue.
Fully recovered and kicking ham!
Now if only the snow and mud goes away (pigs truly hate wet mud!).
Quote from protoborg on March 30, 2013, 1:08 amI tried using a trigger_vphysics. I don't think it likes me as it doesn't work. The real issue with using WP's is that they are not of any use when I want to alter the gravity without rotating the room. WP's are best for when you want it to appear that the room is inverted. I am not trying to walk on the ceiling. I only want to make gravity point "up".
Normal Gravity............Altered Gravity
|-------ceiling---------| |-------ceiling---------|
|.......................| |.......................|
|.......................| |.......................|
|.......................| |.......................|
|.......gravity v.......| |.......gravity ^.......|
|.......................| |.......................|
|.......................| |.......................|
|.......................| |.......................|
|________floor__________| |________floor__________| (ignore the dots)This will be a triggerable thing. I just don't know how to accomplish this.
I tried using a trigger_vphysics. I don't think it likes me as it doesn't work. The real issue with using WP's is that they are not of any use when I want to alter the gravity without rotating the room. WP's are best for when you want it to appear that the room is inverted. I am not trying to walk on the ceiling. I only want to make gravity point "up".
Normal Gravity............Altered Gravity
|-------ceiling---------| |-------ceiling---------|
|.......................| |.......................|
|.......................| |.......................|
|.......................| |.......................|
|.......gravity v.......| |.......gravity ^.......|
|.......................| |.......................|
|.......................| |.......................|
|.......................| |.......................|
|________floor__________| |________floor__________| (ignore the dots)
This will be a triggerable thing. I just don't know how to accomplish this.