Gravity Fields -=[RESOLVED]=-
I need some help working on this new element, the Gravity Field. However, this product is going to take a while to explain. The Gravity Field is a particle field emitted from a surface that, on contact, changes the gravity of certain objects. These objects are Tesla Cubes, glass cubes that become active for 15 seconds when charged by a Tesla Coil. As seen here: http://cloud-2.steampowered.com/ugc/594 ... 55C810842/
(I know that the Tesla Coil is ugly, because it's not even a model.)
http://cloud-2.steampowered.com/ugc/594 ... 9CB1FE4D5/
Unfortunately, I would like to make it so that only the Tesla Cube can have it's gravity reversed, having the Flags set to "physics" only doesn't quite cut it, and I have no idea how I could do this with a filter_activator_name.
Another thing that's annoying is this glitch, where if the Tesla Cube becomes stationary in the gravity field (it's against a wall and isn't moving) and the Tesla Cube runs out of energy, it won't fall back down. I know this is a glitch because if I place a Portal by it (it doesn't even have to be on the same wall) then the cube will fall down.
This is what it looks like when it's charged and is holding down the button: http://cloud.steampowered.com/ugc/59474 ... E6EA670B9/
This is what it looks like when it's run out of energy but is still stuck (pretend there isn't a point_tesla still on): http://cloud-2.steampowered.com/ugc/594 ... 2B5BC0974/
Feedback would be very nice! Please comment!
What entities are you using (trigger_gravity, trigger_vphysics_motion, trigger_push)?
Also I believe you answered your own question with the filter_activator_name. All you need to do is have it filter to a certain name of your cube, if this is spawned by a template or entity_spawner, you might need to change the name of the cube after it spawns or even try wildcards (the * character) - however I'm not entirely sure if filters can take wildcards.
Cubes do stop and freeze while not in motion, therefore you will need to make sure the cube is always in motion. Create a very weak trigger_push inside your gravity fields - probably best to push it weakly upwards or downwards.
Flag the trigger_push only to physics and filter it to the cube.
The filter properties will have to be something like:
Name: telsacube_filter
Filter mode: Allow entities that match criteria
Filter name: telsacube
Just set the filter name of the trigger_push to telsacube_filter or whatever name you chose.
ChickenMobile wrote:
What exactly did you need help with?
What entities are you using (trigger_gravity, trigger_vphysics_motion, trigger_push)?Also I believe you answered your own question with the filter_activator_name. All you need to do is have it filter to a certain name of your cube, if this is spawned by a template or entity_spawner, you might need to change the name of the cube after it spawns or even try wildcards (the * character) - however I'm not entirely sure if filters can take wildcards.
Cubes do stop and freeze while not in motion, therefore you will need to make sure the cube is always in motion. Create a very weak trigger_push inside your gravity fields - probably best to push it weakly upwards or downwards.
A trigger_vphysics_motion. And I'm still kind of new at Hammer so what you said about using a filter totally went over my head.
Filter by name "lovemycube*"
now because I used the * wildcard, it will accept any number of characters after lovemycube, and it will still allow them... something like this would be allowed "lovemycube2i482siudhf9782h9b", but only because it begins with lovemycube
https://developer.valvesoftware.com/wik ... ics_motion
The entity does indeed have a filter name option in it.
- Create your filter_activator_name- Name it something. I usually name all my filters with the prefix filter_ so I know its a filter.
???- E.g. filter_teslacube- Have it filter to your laser cube's Name in the Filter Name field
???- E.g. teslacube or teslacub (wildcard - make sure nothing else starts with teslacub otherwise it will filter that as well)- In your Trigger_vphysics_motion: the Filter Name option should be the name of your filter_activator_name
???- E.g. filter_teslacube*
Caden wrote:
I have no idea how I could do this with a filter_activator_name.Caden wrote:
A trigger_vphysics_motion. And I'm still kind of new at Hammer so what you said about using a filter totally went over my head.
From these posts, you make it sound like you don't even know what they are.
ChickenMobile just answered the actual question. I would also like to point out that you can always combine filters using the "filter_multi" class
ChickenMobile wrote:
https://developer.valvesoftware.com/wiki/Trigger_vphysics_motion
The entity does indeed have a filter name option in it.
- Create your filter_activator_name- Name it something. I usually name all my filters with the prefix filter_ so I know its a filter.
???- E.g. filter_teslacube- Have it filter to your laser cube's Name in the Filter Name field
???- E.g. teslacube or teslacub (wildcard - make sure nothing else starts with teslacub otherwise it will filter that as well)- In your Trigger_vphysics_motion: the Filter Name option should be the name of your filter_activator_name
???- E.g. filter_teslacube*
Dang, thanks a lot, I thought I had to filter the name in the Flags section (with NPC's and Physics and such). But now I get what you're saying.
BenVlodgi wrote:
Caden wrote:I have no idea how I could do this with a filter_activator_name.
Caden wrote:
A trigger_vphysics_motion. And I'm still kind of new at Hammer so what you said about using a filter totally went over my head.
From these posts, you make it sound like you don't even know what they are.
I realized that, which is why I apologized for not making it clear I actually knew what they were.