Gravity manipulation

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Fracture
797 Posts
Posted Feb 28, 2013
Replied 1 hour later
They didn't work together in one output for some reason. But in separate outputs they did. whatever works.

I really wish they would finish the wiki and put in all this unlisted data.

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FelixGriffin
2,680 Posts
Posted Feb 28, 2013
Replied 8 hours later
That's what I meant. One output is supposed to trigger one input, nothing more. You add a second output if you need a second input. :wink:
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CamBen
973 Posts
Posted Mar 10, 2013
Replied 10 days later
Sorry for the necro, but i figure this was a good of thread as any to post in instead of making a new one.

Fracture wrote:
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

I tried this for my idea to revamp the gravity gun, but when i move the axis forwards, i cannot activate the tank on startup anymore. any ideas?

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Fracture
797 Posts
Posted Mar 10, 2013
Replied 2 hours later
EDIT: the trick is to make it the only thing you can possibly use at the start, and then abruptly the opposite of that
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CamBen
973 Posts
Posted Mar 10, 2013
Replied 3 hours later
I tried it out with mine, but the viewmodel got extremely glitched out. i tried the original map too and it looks cool, but i think you got the controls backwards and dropping stuff on the ground in front of you is next to impossible, it goes flying. the particle effects and sounds were cool though.
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Fracture
797 Posts
Posted Mar 11, 2013
Replied 4 hours later
yeah i had to swap mouse buttons awhile back when one became stuck. you can easily reverse that.

But it sound like there might be a problem with the triggers still pushing around the object you grab. try messing around with enabling and disabling stuff to make it hold still

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CamBen
973 Posts
Posted Mar 11, 2013
Replied 6 hours later
Try disabling the objects motion for 0.01 seconds, then reenabling it. That should clear it of any leftover momentum.
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Fracture
797 Posts
Posted Mar 11, 2013
Replied 2 hours later
leftover momentum!? troll physics, that's what that is, lol.

which entity can do that? vphysic trigger? gravity?

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CamBen
973 Posts
Posted Mar 11, 2013
Replied 5 hours later
Just enable a trigger quickly after dropping and have !activator disablemotion and then !activator enable motion again.
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Fracture
797 Posts
Posted Mar 11, 2013
Replied 2 hours later
i just now noticed what was causing it, you pressed the same mouse button that gravity grabbed the items to try dropping them, didn't you? It was actually still barely touching the catapult trigger and that's why it was being thrown upwards.

Pressing the use button drops the item because the grabbing trigger is what made you pick it up in the first place.

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CamBen
973 Posts
Posted Mar 11, 2013
Replied 1 hour later
Oh, yes. I think I was more accustomed to my custom gravity gun, or the original one. :lol: anyway, I got the +use issue solved. I was able to use my same viewmodel, with no changes in the rotational axis. All I did was move it forwards a ton before it was activated so that the player could press buttons, then once picked up, I enabled everything I needed to as before, but then I disabled use again and moved the gun back. Seemed to work out well, and I got the pickup to actually use the item instead of teleportation without deactivating the gun. The rest of the buttons in the map pack are punt panels, floor buttons, or Electrotech access pads, which can be activated by zapping/punting them, or standing on them.
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Fracture
797 Posts
Posted Mar 11, 2013
Replied 6 minutes later
I set mine up so you immediately have it on mapspawn, but none of it is enabled, but once you pick up a portalgun, it is enabled. I hade to eliminate the teleportation trigger because if you are standing in the wrong way, you can easily teleport what you grab on the other side of a wall or even the map itself
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CamBen
973 Posts
Posted Mar 11, 2013
Replied 12 minutes later
Yes, i found that annoying too, so I decided to use an old mechanic used in my ragdolls gun map which allowed me to filter out certain objects from being picked by !picker to filter out triggering the tank.

I too have an invisible nonfunctional gravity gun placed at the player, where once triggered, the game ui and triggers and such are enabled.

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Fracture
797 Posts
Posted Sep 13, 2013
Replied 6 months later
I am revising the gun again because some play-testers found the gun buggy. I combined several trigger_pushes and a trigger_vphysics_motion for pulling objects, and then a trigger_push and trigger_catapult for pushing objects. I found the tank moves better with the Yaw movement eliminated and the pitch movement lowered.

Now if I can only figure out why on earth does the effects of all the triggers seem to move beyond the regions of the triggers themselves when you look around standing still but when you walk forward the triggers align their properties backinside themselves.

I place a crosshair in there to show you what i mean

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FelixGriffin
2,680 Posts
Posted Sep 13, 2013
Replied 5 hours later
It's a bug with things parented to the player. It goes something like this: if the object is aligned correctly, and the player looks to the side, the yaw will not update. The pitch will always update properly, but the yaw will not. If the player presses a movement key it will cause everything to update, but if they stand still and rotate it will again mess up the aim.

There are a few ways to fix it, such as sending +back;wait;wait;-back to a clientcommand or just using a measure_movement instead. I used the latter for the Blapperture Multitool, although you then need to use an odd arrangement of tanks to smooth out the motion of the viewmodel (the motion of the player's crosshair is somewhat jerky, if always precise).

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Fracture
797 Posts
Posted Sep 13, 2013
Replied 4 hours later
the client_command apparently didn't recognize those inputs at all. I am now experimenting with the measure_movement for the first time and I don't really see any change. I might not be doing it right. It would be nice if the wiki had example content per entity.

Can you post a link to something this entity is used in?

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FelixGriffin
2,680 Posts
Posted Sep 13, 2013
Replied 1 hour later
I think Radelite released a WIP a while back with it, but I don't know if it worked or not.
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CamBen
973 Posts
Posted Sep 14, 2013
Replied 20 hours later
I've got a fully functioning and working gravity gun that I made as a part of gravity chambers that uses the logic measure movement, but it has a custom player model behind it, player model arms on the gravity gun, hl2 sounds for death and the gravity gun, as well as a custom gravity gun model.

And yes, using vphysics motion for both the push and pull is the way to go. That's what I used anyway.

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FelixGriffin
2,680 Posts
Posted Sep 14, 2013
Replied 25 minutes later
But how do you prevent it clipping through walls? I use pushes for the punt, but so far I haven't come up with a good way to make the pull work.
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Fracture
797 Posts
Posted Sep 14, 2013
Replied 7 hours later
After some experimentation, i found that entity way better than the controllable func_tank. It may be jittery when walking, but I will take it over bad aiming