Trigger_gravity Question

DEADspartanDEADspartan Join Date: 2003-06-30 Member: 17821Members
<div class="IPBDescription">question about low gravity areas</div> Hi, ive been working on a map and have been trying to create a low gravity area that is seperate from the rest of the map, i actually don know if this can be done, but if anyone knows how do set that brush entity up plz post telling me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> thankyou

i want it to be about sv_gravity 300, but im not sure how to set the entity up to where it would work that way. thank you

Comments

  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited August 2003
    The answer lies not in the trigger_gravity entity but in the trigger_push entity ( Also Brush-Based). I do not know the exact settings, play with it. It acts kind of like Gravity or so I have been told. I have never tried it, but you can mess around and hopefully create some low G fun!

    ~ DarkATi
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    trigger_gravity doesn't work with ns, so people usually use a func_push with a vertical push. So if you wanted a simulated gravity of about 300, you would use an upward push value of 500 with func_push.
  • KalopsiaKalopsia Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
    just on this topic again im trying to make it so that when a player walks in this spot they fly into the air without jumping, what things i need to do that.
    at the moment im using a trigger_push but it dosent seem to make em go up. Direction and all that is ok, what do i do. btw i have it targetting up where i want it to go.
  • Salty_JusticeSalty_Justice Join Date: 2003-08-23 Member: 20101Members
    edited September 2003
    Trigger Pushes are an "iffy at best" way to deal with gravity. First off, unless the power of push is really high (we're talking 4 digits here) usually the players won't be affected at all unless they jump, in which they gain a significant boost. That's good, but here's the kicker. You can only set the power of push SO HIGH before a player will no longer touch the ground after jumping! Actually, that would seem okay to some, but it certainly doesn't act like low gravity would.

    Likewise, structures placed always start above the ground (for aliens anyway, not sure about marines) and then fall into place. With pushes in there, the structures will actually go smack into thceiling, and that just isn't good.

    No, you can't simulate gravity effects (other than high gravity, but why bother) with pushes, you actually have to get the server settings to change (forcing them) and that does it universally, so either the whole thing is low grav, or nothing is low grav.

    Sorry <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    [EDIT]
    One more thing: If a player is ducking, a push will affect him differently, so don't even try to use pushes because ducking will allow severe exploiting

    [/EDIT]
  • KalopsiaKalopsia Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
    ok thanks full the full run down.
    /me removes push from map <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • MasterShakeMasterShake Join Date: 2003-04-20 Member: 15699Members
    I really don't get why push doesn't work. It's highschool physics. If you have something pushing in the exact opposite direction of gravity, then the net force "pulling down" is much less. Ah well, I guess physics is a little messed in half-life. I mean, you can fly into a wall at 300mph and not die, but when you fall 20 feet.....
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Push will never pull you off of the ground, but you can use a 1 unit clip brush to get the player started on their vertical.
  • DEADspartanDEADspartan Join Date: 2003-06-30 Member: 17821Members
    edited September 2003
    another question, how do i turn on the "Wad Include" function? so that it includes all of the textures directly into the BSP file, my clan leader told me about it, but he didnt tell me how to turn it on, thanks.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    -wadinclude (wad name here) is a compile parameter for csg.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    edited September 2003
    <i>I really don't get why push doesn't work. It's highschool physics. If you have something pushing in the exact opposite direction of gravity, then the net force "pulling down" is much less. Ah well, I guess physics is a little messed in half-life. I mean, you can fly into a wall at 300mph and not die, but when you fall 20 feet..... </i>

    I guess its to do with how and when the physics are calculated. The Quake engine is not perfect. The sv_gravity setting affects calculations in the actual engine (hl.exe), which are carried out every frame (eg: around 60 times per second on a half decent server). If I remember correctly, some other calculations, such as a trigger_push modifing a players velocity, would only be carried out 10 times per second. The physics of the game are not nice and 'unified', and using a trigger_push to simulate lower gravity is a bit of a hack. The result is a slightly less accurate final velocity. And of course stuff like lag screws things up even more.

    In other words, you will get something resembling lower gravity which may well suit your purpose, but don't use it for anything 'critical'.
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