1 room diff grav? Created 20 years ago2004-08-23 22:23:07 UTC by rat808 rat808

Created 20 years ago2004-08-23 22:23:07 UTC by rat808 rat808

Posted 20 years ago2004-08-23 22:23:07 UTC Post #53375
im trying to make a romm that when you go in it. it will either be lots of gravity or very little. how do i pull that off without changing the whole maps gravity. only the one room? what entities?, and where? do i need map perimeters?

i bet Captain P knows what to do. :nuts:
Posted 20 years ago2004-08-23 22:41:27 UTC Post #53378
http://cariad.co.za/twhl/forums.php?action=viewthread&str=trigger_gravity&type=1&pg=1&id=4354

If you would have done a forum search, you would have found the following thread and thus have an answered question.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-23 22:46:54 UTC Post #53379
it still doesnt tell me how to make it so onlt the gravity changes in that 1 room :nuts:
Posted 20 years ago2004-08-23 23:01:33 UTC Post #53381
Read Andy's post more carefully.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 00:36:27 UTC Post #53399
Dude just tell him how next time, he hasn't been here long and probably doesn't even know of the forum search.
Posted 20 years ago2004-08-24 00:44:42 UTC Post #53410
My hands are tired, and I don't think it's too much to ask someone to search a forum page for an answer, especially when I've provided the link.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-24 06:33:18 UTC Post #53488
Andy's post doesn't answer his question, RM. What about other entities and players? Does the server change the gravity for everyone and everything or just the player?

Rat808: There really aren't any "rooms" or "zones" in a Half-Life map except those you create artificially. Andy's suggestion is that, by making sure you put two trigger_gravities back-to-back, you'll create a more believable "zone" of low gravity. It is not a "zone" that's created by the Half-Life engine because you put a trigger_gravity somewhere.

You could just as well put a single trigger_gravity in the middle of a "room" and have no way of returning gravity to normal. So what happens then?

If you notice, there are flags for the trigger_gravity entity: Monsters, No clients and Pushables.

The implication is that you can make the change in gravity affect monsters, also. "No clients" would mean that the gravity change doesn't affect any players. "Pushables" means that pushable objects would be affected also.

I haven't found anything that states explicitly what the effect is on other players. The flags imply that all players are affected - if it's allowed in multiplayer games. I haven't found anything that says whether it's allowed in multiplayer games or not. It probably is!

You can do some experimenting with a map I put in the map vault 'Examples,' - Gravity Test.
Posted 20 years ago2004-08-24 06:39:18 UTC Post #53490
You just make a brush, then tie it to entity that has gravity in the name, and set it to something between 0-1, but not 0 because it screw up, so anything above 0 is ok.
Posted 20 years ago2004-08-24 07:23:54 UTC Post #53500
Turns out trigger_gravity is listed under TFC entities (TFC entities are sort of hidden on this site, you can only get to them by using Find). The implication is that trigger_gravity can be used on multiplayer maps.

That should make for some interesting scenarios: you can only get to the flag when gravity is light, but it returns to normal when you grab the flag. Or vice-versa. Teams would fight for gravity control to get the flag or protect it.

Might have to give that one some thought!
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