Gravity manipulation
I really wish they would finish the wiki and put in all this unlisted data.
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?
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
which entity can do that? vphysic trigger? gravity?
Pressing the use button drops the item because the grabbing trigger is what made you pick it up in the first place.
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.
I too have an invisible nonfunctional gravity gun placed at the player, where once triggered, the game ui and triggers and such are enabled.
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
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).
Can you post a link to something this entity is used in?
And yes, using vphysics motion for both the push and pull is the way to go. That's what I used anyway.