Trigger_gravity
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?
Registered users don’t see ads!
Register now!
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.
Posted Sep 21, 2011
Replied
10 minutes
later
hmm... ok I'll try the console then
Posted Sep 21, 2011
Replied
2 minutes
later
Point_clientcommand
Posted Sep 21, 2011
Replied
6 minutes
later
Alternatively,there is func_vphysics_motion (I think it's called that).
Posted Sep 21, 2011
Replied
17 minutes
later
I might just make an emancipation grid to prevent objects getting into the room.
Posted Sep 21, 2011
Replied
1 hour
later
It's trigger_vphysics_motion.
It can change gravity and stuff for physics objects.
Posted Sep 21, 2011
Replied
3 minutes
later
I'll keep that in mind when I make a moon level.
Posted Sep 23, 2011
Replied
1 day
later
I thought this was usually done with a trigger_push pushing upwards?
Registered users don’t see ads!
Register now!
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.