reversed gravity?
Posted Nov 09, 2007
Is there a way to reverse gravity so Chell flips over? So she can stand on the roof? I used the Trigger_gravity and it just makes her fly streight up. with her head bumping along on the ceiling. I just started all this mapping stuff. Havent even been able to make a ring move up an down when I push a button.
Thanks in advance for the help.
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Posted Nov 09, 2007
Replied
1 minutes
later
Sadly no, you can't change where the gravity is centered at. One of the few engines that could do this was the Serious Sam engine.
Posted Nov 09, 2007
Replied
9 minutes
later
Just rotate the whole room...
Posted Nov 09, 2007
Replied
4 hours
later
yeah, just rotate the entire room, oh and actually the best game to be able to alter gravity is Prey. You can shoot certain sensors and flip the gravity in the room, its pretty slick.
Posted Nov 09, 2007
Replied
16 minutes
later
You sure you can't flip it? I know that I've played at least one map where the gravity was at the very least altered at a certain point, if not reversed on the ceiling of one room.
Posted Nov 09, 2007
Replied
21 minutes
later
You can make it so that everything moves up towards the ceiling, but you won't be able to walk around on it. Remember the part in HL1 where you turn on that giant fan and you get blown to the top of the room? Yeah, that was upside-down gravity in work, and it does the exact same thing in Source.
Posted Nov 09, 2007
Replied
1 hour
later
thats just a func_push
Posted Nov 09, 2007
Replied
15 minutes
later
No, it was a trigger_gravity. Either way though, you can't walk on the ceiling using any entity.
Posted Nov 09, 2007
Replied
11 minutes
later
how about a trigger_gravity or func_push or whatever to levetate the player, while simultaneously rotating the room, it would look like gravity is moving from the local floor to the ceiling. You could try to do this really fast, so that it seems like you fall to the ceiling, when in fact you were pushed up and the room rotated really fast. you don't have to push the character up much, only a few units, depending on how fast the room rotates.
Posted Nov 10, 2007
Replied
2 hours
later
how would you rotate the player, they would see the room rotate around them and the thing about moving something that large with this engine is that in custom maps at least it tends to shake and is rather noticeable
Posted Nov 10, 2007
Replied
14 minutes
later
That's a good idea, artesia. As long as there isn't any physics objects in the room (since their movement would give away the illusion), it would work out great too, I think.
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Posted Nov 10, 2007
Replied
2 hours
later
msleeper wrote:
As long as there isn't any physics objects in the room (since their movement would give away the illusion), it would work out great too, I think.
Like a companion cube, or a turret. . .and goo as well, really. It does kind of limit the alternatives, puzzle-wise. It would still be cool to see though!