Multiple gravities

WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
I haven't ever really mapped, and it will be a while before I ever get around to it, but I just wanted to ask:

Can a level have more than 1 gravity?

For example, imagine the docking bay of a cruiser has low gravity, but when you through the door it's normal grav.  So different gravities corresponding to different areas. (Think Morpheus on UT)
Another example would be breaking open an airlock and all of a sudden the gravity shifts to the airlock, so everyone gets slowly pulled towards the airlock (which might be to the left of the player etc)

Comments

  • Llama_KillerLlama_Killer Join Date: 2002-07-30 Member: 1029Members
    Sadly i dont think you can do this with this engine its server defined.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    hmm... i think it could work, but no, not realy, there was a button somewere in a gunman map, where you change the gravity, but i think that was for the hole level... but possibliy not...

    OK, i wasent a big help, i think it could be possible, but i dont know how.
  • Lord_FrodoLord_Frodo Join Date: 2002-09-26 Member: 1333Members
    It's definitely possible with the HL engine, I know that much. There's a gunman single player level where you jump into a large room and all of a sudden there's low gravity. How this is done, I wouldn't know.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    HL has an env_gravity entity, however it doesn't work very well, infact not at all in the case of NS (it got busted when Flayra originaly put in commander mode).

    You could simulate this effect with func_push entities.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Chrome Angel are you referring to the one in the Half-Life single player? On the 'Blast Pit' chapter where you turn the fan on? I don't know much about coding but I know that the HL engine can be easily configured so that effect is a sort of gravity effect. In actual fact, isnt that what they did for Gunman ? ? ?
  • RadiocageRadiocage Join Date: 2002-09-30 Member: 1381Members
    He said it doesn't work in NS because Flayra busted it with the commander mode.

    You can use a func_push to push the player around, although it is a bit tougher to deal with, not much tho.

    Ever play the TFC map Pull? the Func_Push shoots you across the level and snipers shot at you, sort of like a clay pigeon.

    The big fan room was an env_gravity with a negative gravity setting.

    There is a large difference between the effects the entities produce, but they can be used in similar ways.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    It can be done. Crinity, a hosted mapper at Planet Half-Life, made a map called Grav-Tank, which I'm sure had this huge tank.... of gravity...! Well, there was low gravity in the tank, and normal gravity out of the tank.

    Go to his site, it's planethalflife.com/crinity or something like that.

    -SamR
    <a href="http://www.planethalflife.com/afterlife" target="_blank">http://www.planethalflife.com/afterlife</a>
  • biobrainbiobrain Join Date: 2002-02-18 Member: 224Members
    Gravity can be easily changed with func_gravity in the map. The pushing could be done by a trigger_push. However making the gravity in deiffernt parts of the map, say in one room you stick to the floor and in the other you stik to the ceiling would be quite impossible
  • RadiocageRadiocage Join Date: 2002-09-30 Member: 1381Members
    HELLLOOOOOOOO

    Read the posts before posting, thank you. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Hey foo', biobrain did a good job explaining it.

    oh, and thanks for the gravtank thing
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    The fan thingie on hl is made with Trigger_push
  • RadiocageRadiocage Join Date: 2002-09-30 Member: 1381Members
    Was it? I didnt think it was cause it didnt initiate until you jumped, but oh well.

    I wasn't referring to brain's post, i was talking about the ones before that who wouldn't stop talking about how it would work in NS.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Maybe the func_push was created slightly above the player, so when he did jump, he jumped into the func_push field, propelling the player up and beyond!

    -SamR
    <a href="http://www.planethalflife.com/afterlife" target="_blank">http://www.planethalflife.com/afterlife</a>
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    <i>I didnt think it was cause it didnt initiate until you jumped, but oh well.</i>
    That actually is a sign that it <i>is</i> a trigger_push: it only inititiates after you jump.
    Same thing with push-pods (Xen Jump-pods): it requires a func_door to give the player an initial nudge, because otherwise the trigger_push doesn't work.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Right.  If you look at my only HLDM map, "chum", there is a jump pad in the central arena.  If you just run across it, nothing happens.  You actually have to jump to make it work.  This was unintentional, but I liked the way it worked so I left it that way.  The player must have some kind of change in altitude, be it from a jump, a ramp, or a moving entity (door, plat, etc.) in order for a vertical push to work.

    For anyone still interested a a fun HLDM romp, give <a href="http://www.deltatraining.com/relic25/chum.zip" target="_blank">Chum</a> a try!
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