Gravity manipulation

Avatar
CamBen
973 Posts
Posted Feb 22, 2013
Replied 8 hours later
Try putting a vphysics clip parented around the trigger teleport, it may stop objects from going insane.
Advertisement
Registered users don’t see ads! Register now!
Avatar
Fracture
797 Posts
Posted Feb 22, 2013
Replied 7 hours later
I am noticing that the command line +use has some problems with it. Like for instance it disabled my ability to use the action button entirely and makes the console button the new action button. This simply will not do. Is there a way around and still be able to control the tank?
Avatar
CamBen
973 Posts
Posted Feb 22, 2013
Replied 51 minutes later
No, there is no other way, to my knowledge. But the thing is, the +use key is completely useless with a gravity gun. You can pick stuff up with right click, and create a button that's reacts to a user4 output. As shown in the video I posted in the map showcasing thread, I used the new concept of electrical receiver panels to replace buttons.

As for the console, aiming upwards and pressing console will not fire a use output on the tank. So, if you need to use the console, aim up.

Avatar
Fracture
797 Posts
Posted Feb 22, 2013
Replied 5 hours later
if i can do that to a button, is there a way to control the tank the same way?
Avatar
CamBen
973 Posts
Posted Feb 23, 2013
Replied 2 hours later
The only way to assume control of a tank is by +use, the button only works because you can do

Onuser4 !self press

Avatar
Fracture
797 Posts
Posted Feb 23, 2013
Replied 5 minutes later
EDIT: I have made a workaround of this whole thing that allows full use of the gun and still use the +use button. All I did was set up a scene where the player must press the button in order to activate something not knowing there is a func_tank in front of their face. I chose a decal texture that has invisible areas on it so it cannot be seen. The tank shifts thanks to a func_door, and picking up a portalgun activates the game_ui and portalgun model, along with a trigger_weaponstrip to rid the first gun
Avatar
CamBen
973 Posts
Posted Feb 23, 2013
Replied 9 hours later
So are you making a portalgun gravity gun combo or something?
Avatar
Fracture
797 Posts
Posted Feb 23, 2013
Replied 3 hours later
Well i don't want to reveal too much, but......

BLAPERTURE

Avatar
Fracture
797 Posts
Posted Feb 24, 2013
Replied 1 day later
after looking up data, i found there is a -use command which removes the command

THIS IS THE FINAL VERSION

Avatar
CamBen
973 Posts
Posted Feb 25, 2013
Replied 6 hours later
Yea, that's the command I put in the download description of my gravity gun, for when the map is over and I want use to resume. If you press e though, the tank that the gun is on may deactivate.

Well, I don't want to reveal too much, but...

Electrotech science center :lol:

Sounds like gravity guns are popular

Avatar
Fracture
797 Posts
Posted Feb 25, 2013
Replied 1 hour later
yeah i had the same problem with the tank. so i moved the path node waaaaay back behind the player and positioned the tank's rotational axis accordingly
Avatar
CamBen
973 Posts
Posted Feb 25, 2013
Replied 6 hours later
Ok, sounds like you've got it figured out then! :thumbup: looking forward the map!
Avatar
Fracture
797 Posts
Posted Feb 26, 2013
Replied 1 day later
is there no way to make a func_tank change speeds on an input
Avatar
CamBen
973 Posts
Posted Feb 27, 2013
Replied 11 hours later
I don't think so, what are you attempting to do with it?

You could try quickly swapping out the gun parent and tank to a faster or slower one, then setting it back.

Avatar
FelixGriffin
2,680 Posts
Posted Feb 27, 2013
Replied 2 hours later
I'm not sure if I should be suggesting this, but AddOutput can do that.

runs for cover

Avatar
Fracture
797 Posts
Posted Feb 27, 2013
Replied 44 minutes later
this is actually for a differant tank used for an enemy, entirely separate from the gravity gun,

I can't seem to find a list of outputs that can be used for Addoutput on a func_tank specifically, aside from the normal ones.

Suggestions?

Avatar
FelixGriffin
2,680 Posts
Posted Feb 27, 2013
Replied 3 hours later
AddOutput can be used to connect outputs, true, but it has a second power. If you invoke it as AddOutput "keyvalue value" it will actually change the specified value on the entity. This isn't documented, but it's really useful in scripting.
Avatar
Fracture
797 Posts
Posted Feb 27, 2013
Replied 46 minutes later
definitately worth trying, thanks
Avatar
Fracture
797 Posts
Posted Feb 27, 2013
Replied 5 hours later
I don't think i did it right. I have this set from a relay, but it didn't change the rate of motion from 150 to 50 like i wanted

ontrigger - tank - addoutput - pitchrate 50, yawrate 50

Advertisement
Registered users don’t see ads! Register now!
Avatar
FelixGriffin
2,680 Posts
Posted Feb 27, 2013
Replied 9 minutes later
No commas.