Trigger_gravity

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MasterLagger
1,695 Posts
Posted Sep 21, 2011
I have a trigger_gravity in part of my map, but it only affects the players and not physic objects. I tried enabling some of the flags but it still won't work. Got any ideas?
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nychold
18 Posts
Posted Sep 21, 2011
Replied 14 minutes later
Unless the developer wiki is wrong, I have some bad news for you...trigger_gravity only affects players. http://developer.valvesoftware.com/wiki/Trigger_gravity Check the bottom of the flags section.

There is a console command (sv_gravity) which should affect physics objects, so you might still be able to get the effect you want using it.

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MasterLagger
1,695 Posts
Posted Sep 21, 2011
Replied 10 minutes later
hmm... ok I'll try the console then
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Vordwann
767 Posts
Posted Sep 21, 2011
Replied 2 minutes later
Point_clientcommand
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Rubrica
305 Posts
Posted Sep 21, 2011
Replied 6 minutes later
Alternatively,there is func_vphysics_motion (I think it's called that).
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MasterLagger
1,695 Posts
Posted Sep 21, 2011
Replied 17 minutes later
I might just make an emancipation grid to prevent objects getting into the room.
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FelixGriffin
2,680 Posts
Posted Sep 21, 2011
Replied 1 hour later
It's trigger_vphysics_motion.

It can change gravity and stuff for physics objects.

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MasterLagger
1,695 Posts
Posted Sep 21, 2011
Replied 3 minutes later
I'll keep that in mind when I make a moon level.
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Pete
52 Posts
Posted Sep 23, 2011
Replied 1 day later
I thought this was usually done with a trigger_push pushing upwards?
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ChickenMobile
2,460 Posts
Posted Sep 23, 2011
Replied 59 minutes later

Pete wrote:
I thought this was usually done with a trigger_push pushing upwards?

I guess you could but actually changing the gravity would work better. I remember in hl2 Deatmatch if you changed the gravity (sv_gravity) you had to reset the map for objects to appear like they are in low gravity too.

I do know that phys_pushscale is used to change how far ragdolls and objects floats from force. Use a point_servercommand to change the phys_pushscale to around 30-50 and see if this solves it.