I got bored of reading everything on here (sorry it’s really late and I’m pretty sleepy), so forgive me if this has been mentioned already. But zero gravity is already possible in source.
Just use trigger_gravity. Once you hit a trigger_gravity set at 0.1 or something (as long as you set it at zero point something then it should work), you will start to float when you jump. And if you get it right you will slowly fall down; wrong and you’ll fly up and stick to the ceiling for a long time. Really you should cover every wall with trigger_push, so you can push off them, but this isn’t entirely necessary and wouldn’t be very good for skulks <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
You won’t go back to normal until you hit another trigger_gravity set at 1. So obviously you should put 2 sets of trigger_gravity at every entrance of zero gravity rooms. One set at 1 and one set and 0.1 or 0.001 or something. The 0.1 trigger_gravity should be on the inside of your room (fill the room with it if you like, or just put a block in front of the door as you come in) and the trigger_gravity set at 1 should be on the outside (like in the corridor as you leave, so you pass through it), make sure these two entities don’t overlap.
So that’s your low gravity tutorials over and done with, I expect to see <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->human pinball*<!--colorc--></span><!--/colorc--> style maps from all over you soon.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->*make a low gravity room, fill it with blocks, cover every surface with a thin layer of trigger_push set at something stupid like 1000 and then jump in. Watch the madness unfold!<!--colorc--></span><!--/colorc-->
EDIT: Oh and as far as I know, you can't have upside down areas of a map yet, wait till Portal though.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1649172:date=Sep 13 2007, 12:32 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Sep 13 2007, 12:32 PM) <a href="index.php?act=findpost&pid=1649172"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->*make a low gravity room, fill it with blocks, cover every surface with a thin layer of trigger_push set at something stupid like 1000 and then jump in. Watch the madness unfold!<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd--> sounds like the bouncy castle of doom <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
LOL! Do it! I wanna see that in HL2DM next time I play, no better yet CS:S, lets see how the hardcore CS:S players like stopping the bouncy castle blowing up!
Kid: “Daddy the Terrorists blew up my bouncy castle and killed the clown on my Birthday! **WAHHHHHHH!**â€
Dad: “I know son, shame they didn’t kill the mime too...â€
Random voice: “Counter-Terrorists win, mime lives to be in a box for another dayâ€
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1649178:date=Sep 13 2007, 12:59 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Sep 13 2007, 12:59 PM) <a href="index.php?act=findpost&pid=1649178"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->LOL! Do it! I wanna see that in HL2DM next time I play, no better yet CS:S, lets see how the hardcore CS:S players like stopping the bouncy castle blowing up!
Kid: “Daddy the Terrorists blew up my bouncy castle and killed the clown on my Birthday! **WAHHHHHHH!**â€
Dad: “I know son, shame they didn’t kill the mime too...â€
Random voice: “Counter-Terrorists win, mime lives to be in a box for another dayâ€
Mime pulls shapes...<!--QuoteEnd--></div><!--QuoteEEnd--> bloody mimes, apparantly they can't be shot without a silencer *pu dum ching* <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--quoteo(post=1631773:date=Jun 6 2007, 08:10 AM:name=Moving_Target0)--><div class='quotetop'>QUOTE(Moving_Target0 @ Jun 6 2007, 08:10 AM) <a href="index.php?act=findpost&pid=1631773"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love the idea, but...marines would get stuck, and aliens would dominate those rooms.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not always... 0 gravity means slower movement... So my aiming would all of the sudden "improve" hehe You had better be coming at me from behind or i'd spork you in the arse with my SG-
This sounds like so much fun, even if it was only in a few maps as a room, or area. Could be as simple is a switch between the two sides and some sort of objective like a hive or res node dump or somn. I wonder however how this would throw off the balance. Seems either the marines or the aliens would "always take over the area", since it shifts how the game is played.
Rather than just simply an antigravity room, it would kind of be cool to have a map with a gravity plating issue in certain parts of the ship. Maybe itll be super light one second, and normal the next. Who knows, maybe super heavy the next.
It would be kind of cool to sort of manipulate this too, like a sort of button the short circuts the gravity plating in the area for a short time, or something like that.
Even without the second suggestion, it would certainly add to the broken pipes and flashing lights you generally see on abandoned stations. Obviosly other systems may be affected without proper maintenance.
Atmosphere leaks into space would be cool too, not to the point of killing the player, but so that you have to somewhat fight against the suction/wind to navigate through the room. Nothing too serious, lol.
<!--quoteo(post=1649642:date=Sep 15 2007, 02:21 AM:name=Ramael)--><div class='quotetop'>QUOTE(Ramael @ Sep 15 2007, 02:21 AM) <a href="index.php?act=findpost&pid=1649642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rather than just simply an antigravity room, it would kind of be cool to have a map with a gravity plating issue in certain parts of the ship. Maybe itll be super light one second, and normal the next. Who knows, maybe super heavy the next.
It would be kind of cool to sort of manipulate this too, like a sort of button the short circuts the gravity plating in the area for a short time, or something like that.
Even without the second suggestion, it would certainly add to the broken pipes and flashing lights you generally see on abandoned stations. Obviosly other systems may be affected without proper maintenance.
Atmosphere leaks into space would be cool too, not to the point of killing the player, but so that you have to somewhat fight against the suction/wind to navigate through the room. Nothing too serious, lol.
Hmm all those little features could be damaged components on the space station/ship etc. And all could be permanently reparable through welding. Similar fashion to welding open and shut doors in NS1, but more variety. Adds some spice to maps and once all components are fixed it could make life easier for marines perhaps? So some small skirmishes where the lack of gravity is an advantage to aliens and a disadvantage to marines. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Comments
Just use trigger_gravity. Once you hit a trigger_gravity set at 0.1 or something (as long as you set it at zero point something then it should work), you will start to float when you jump. And if you get it right you will slowly fall down; wrong and you’ll fly up and stick to the ceiling for a long time. Really you should cover every wall with trigger_push, so you can push off them, but this isn’t entirely necessary and wouldn’t be very good for skulks <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
You won’t go back to normal until you hit another trigger_gravity set at 1. So obviously you should put 2 sets of trigger_gravity at every entrance of zero gravity rooms. One set at 1 and one set and 0.1 or 0.001 or something. The 0.1 trigger_gravity should be on the inside of your room (fill the room with it if you like, or just put a block in front of the door as you come in) and the trigger_gravity set at 1 should be on the outside (like in the corridor as you leave, so you pass through it), make sure these two entities don’t overlap.
So that’s your low gravity tutorials over and done with, I expect to see <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->human pinball*<!--colorc--></span><!--/colorc--> style maps from all over you soon.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->*make a low gravity room, fill it with blocks, cover every surface with a thin layer of trigger_push set at something stupid like 1000 and then jump in. Watch the madness unfold!<!--colorc--></span><!--/colorc-->
EDIT: Oh and as far as I know, you can't have upside down areas of a map yet, wait till Portal though.
sounds like the bouncy castle of doom <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Kid: “Daddy the Terrorists blew up my bouncy castle and killed the clown on my Birthday! **WAHHHHHHH!**â€
Dad: “I know son, shame they didn’t kill the mime too...â€
Random voice: “Counter-Terrorists win, mime lives to be in a box for another dayâ€
Mime pulls shapes...
Kid: “Daddy the Terrorists blew up my bouncy castle and killed the clown on my Birthday! **WAHHHHHHH!**â€
Dad: “I know son, shame they didn’t kill the mime too...â€
Random voice: “Counter-Terrorists win, mime lives to be in a box for another dayâ€
Mime pulls shapes...<!--QuoteEnd--></div><!--QuoteEEnd-->
bloody mimes, apparantly they can't be shot without a silencer *pu dum ching* <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
LOL!
Mother pulls silencer out *click. POP. SPLAT!*
Not always... 0 gravity means slower movement... So my aiming would all of the sudden "improve" hehe You had better be coming at me from behind or i'd spork you in the arse with my SG-
This sounds like so much fun, even if it was only in a few maps as a room, or area. Could be as simple is a switch between the two sides and some sort of objective like a hive or res node dump or somn. I wonder however how this would throw off the balance. Seems either the marines or the aliens would "always take over the area", since it shifts how the game is played.
It would be kind of cool to sort of manipulate this too, like a sort of button the short circuts the gravity plating in the area for a short time, or something like that.
Even without the second suggestion, it would certainly add to the broken pipes and flashing lights you generally see on abandoned stations. Obviosly other systems may be affected without proper maintenance.
Atmosphere leaks into space would be cool too, not to the point of killing the player, but so that you have to somewhat fight against the suction/wind to navigate through the room. Nothing too serious, lol.
<img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
It would be kind of cool to sort of manipulate this too, like a sort of button the short circuts the gravity plating in the area for a short time, or something like that.
Even without the second suggestion, it would certainly add to the broken pipes and flashing lights you generally see on abandoned stations. Obviosly other systems may be affected without proper maintenance.
Atmosphere leaks into space would be cool too, not to the point of killing the player, but so that you have to somewhat fight against the suction/wind to navigate through the room. Nothing too serious, lol.
<img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm all those little features could be damaged components on the space station/ship etc. And all could be permanently reparable through welding. Similar fashion to welding open and shut doors in NS1, but more variety. Adds some spice to maps and once all components are fixed it could make life easier for marines perhaps? So some small skirmishes where the lack of gravity is an advantage to aliens and a disadvantage to marines. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />