Gravity manipulation

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Fracture
797 Posts
Posted Sep 20, 2012
I am working on a concept for a custom map and I want to try utilizing gravity tools to create some sort of magnetic force gravitational pull. However I have no idea where to begin on that. Tips?
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ChickenMobile
2,460 Posts
Posted Sep 20, 2012
Replied 51 minutes later
Fracture: there are some great entities out there that can change the gravity of objects within its' field.

Someone without prior knowledge can use a trigger_gravity - however this entity is not as smooth as some people can hope.
I would use a trigger_vphysics_motion. This entity affects the player and objects smoothly. You can see a demo of this entity within my 'Chicken's Derp' map. The trigger is towards the left of the player when you spawn.

In order to create a pull on objects - you could use a trigger_push or a point_push entity set to minus push.

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Fracture
797 Posts
Posted Sep 21, 2012
Replied 2 hours later
for some reason it wont download from the PTI to my game. Nothing is showing up in my queue.

I tried testing with the entity anyway. I can't seem to get it to make it pull entities to its center

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protoborg
288 Posts
Posted Sep 21, 2012
Replied 9 hours later
Actually, the simplest thing to do use a trigger_push brush set to push toward the thing or place you want objects to go. You can't put a negative value in a trigger_push or a point_push entity as far as I know. Besides, that is not really what you want.
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CamBen
973 Posts
Posted Sep 21, 2012
Replied 7 minutes later
Try a point push, and whatever force is, change it to a negative.
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ChickenMobile
2,460 Posts
Posted Sep 21, 2012
Replied 1 minute later

ChickenMobile wrote:
In order to create a pull on objects - you could use a trigger_push or a point_push entity set to minus push.

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protoborg
288 Posts
Posted Sep 21, 2012
Replied 12 minutes later

ChickenMobile wrote:
ChickenMobile wrote:

In order to create a pull on objects - you could use a trigger_push or a point_push entity set to minus push.

Let me repeat myself, I don't think you can do that.

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Habzs
225 Posts
Posted Sep 21, 2012
Replied 14 minutes later

protoborg wrote:
Let me repeat myself, I don't think you can do that.

A point_push with a negative Magnitude pulls objects to it, and it works the same for a trigger_push. It pulls objects instead of pushing it.

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Fracture
797 Posts
Posted Sep 21, 2012
Replied 2 hours later
I was actually experimenting with that as well, but i think i set the numbers too high. Cubes kept firing off like bullets. :razz:

I will try messing around with them some more

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ChickenMobile
2,460 Posts
Posted Sep 23, 2012
Replied 1 day later

protoborg wrote:
Let me repeat myself, I don't think you can do that.

Do not underestimate the power of knowledge! (Play tc_vitrified)

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Skotty
671 Posts
Posted Sep 23, 2012
Replied 25 minutes later

ChickenMobile wrote:
protoborg wrote:

Let me repeat myself, I don't think you can do that.

Do not underestimate the power of knowledge! (Play tc_vitrified)

And do not ignore things Chicken says!

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Fracture
797 Posts
Posted Oct 19, 2012
Replied 26 days later
I am using the first aforementioned entity called trigger_vphysics_motion for one room and i cannot get it to do quite exactly what I want. I am trying to create perfect weightlessness with also the ability to move freely, like deep space style
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Skotty
671 Posts
Posted Oct 19, 2012
Replied 3 hours later
Trigger_VPhysics_motion mainly works just for physical objects. The player itself (and just he) uses trigger_graviy.
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Fracture
797 Posts
Posted Feb 21, 2013
Replied 4 months later
back again using trigger_vphysics_motion for another map, and Im using it to make a gravitygun, However in this instance I am trying to make the object grabbed to kinda just hover in front of the gun. For some reason it isn't working properly, inspite of checkboxes being set up and being parented to the gun, the effects remain super imposed to the region the physics originated.

What would you recommend I set up to do this hovering effect?

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ChickenMobile
2,460 Posts
Posted Feb 21, 2013
Replied 3 hours later
I would create a custom animation tbh and parent a model to it.
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FelixGriffin
2,680 Posts
Posted Feb 21, 2013
Replied 2 hours later
Or use a strong but small point_push.
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CamBen
973 Posts
Posted Feb 21, 2013
Replied 56 minutes later
I've already made a new gravity gun since the last upload of it, should I upload it for reference or for use?
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Fracture
797 Posts
Posted Feb 21, 2013
Replied 3 hours later
yeah i saw your previous one and was checking out how that worked, I would like to see your update
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CamBen
973 Posts
Posted Feb 21, 2013
Replied 5 hours later
Here, I updated the original download, it now contains all materials, models, sound, etc for it to work, and the new and improved gravity gun instance. It should be up in approx. 5 minutes.

Gravity Gun instance v2

&

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Fracture
797 Posts
Posted Feb 22, 2013
Replied 7 hours later
Wow, yours has a LOT more entities and is a much more complicated. But definitely good referance material. I never considered using the teleport entities for this

EDIT, I tried out the trigger_teleport and i had 3 differant objects occupying the same point, violently twisting in place. At some point the weighted ball completely stopped and was all like
"NO, fuck this! I am not moving for nobody anymore! Imma float right here and not do nuthin no more!!"

What is also weird is that somehow I superimposed reverse magnetic feilds on wheatley, The other 2 wont even let him touch them anymore. He will phase right through them if i back them in a corner