Multiple gravities
Windelkron
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)
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
OK, i wasent a big help, i think it could be possible, but i dont know how.
You could simulate this effect with func_push entities.
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.
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>
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-->
oh, and thanks for the gravtank thing
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.
-SamR
<a href="http://www.planethalflife.com/afterlife" target="_blank">http://www.planethalflife.com/afterlife</a>
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.
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!