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How do the various fizzler vtfs work?

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There's a gravity scale per-object in the physics engine, but VALVe never exposed it to us for scripting. A workaround I tried for the PUNT cubes (before I decided a global flip would be better) is using a simple follow script (keeps running a think function to set EntityGroup 0's origin to EntityGroup 1's) to keep a tiny trigger_vphysics_motion touching the cube in question. Disable/enable the trigger to swap gravity. To make it work for the player stick a func_door_rotating on the "eyes" attachment point, make it rotate 180 degrees around the X axis, and parent a point_viewcontrol to it. Enable the viewcontroller and spin the rotating door to smoothly flip the player's view upside down. The world model will still be off, I don't think that can be helped though.

These are all little bits I tried to use for the Adhesion Gel, most of them didn't. Try them out and see what you can come up with.

By the way, Jose, would you mind making a SolidEnergy article on the VDC? I searched all over for this information when I was making the green physics fields, in the end I just applied Photoshop filters to a noise texture until it looked cool and rendered some clouds for the ripples and flow.

Falsi sumus crusto!
FelixGriffin wrote:
By the way, Jose, would you mind making a SolidEnergy article on the VDC? I searched all over for this information when I was making the green physics fields, in the end I just applied Photoshop filters to a noise texture until it looked cool and rendered some clouds for the ripples and flow.

Sure, thanks for suggesting Felix :thumbup: I'd like to finish with some stuff before though, but I'll definitely do ;)

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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