Detecting Terminal Velocity

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Soundlogic
169 Posts
Posted May 07, 2012
For a puzzle I am building, I need to check if an object is at terminal velocity. My current attempted way is a trigger catapult set to only check velocity, with a phys speed of 2000, minimum of .1, maximum of .9, and yet it isn't firing. Any ideas?
Thank you,
Sound Logic
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ChickenMobile
2,460 Posts
Posted May 07, 2012
Replied 22 minutes later
If you can get anything to be at 2000 velocity, then it must be going incredibly fast. It takes around 4 seconds of falling in order to get the player or object to fall that fast. Running speed for the player is 175.

Try putting the minimum speed at 0 and maximum at .1 - .5 if you want the object to fall AT LEAST that speed.

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Soundlogic
169 Posts
Posted May 07, 2012
Replied 3 minutes later
Well if I understand how the system works correctly, wouldn't mine be from 200-~2000, and wouldn't your data be from 0-200?
That would detect a player that has jumped I think, but not an object at terminal velocity. The player's terminal velocity is (based on cl_showpos) about 1000.
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ChickenMobile
2,460 Posts
Posted May 07, 2012
Replied 1 hour later
No it will base it off from about 2000 - 2200. I know this might sound a bit strange.. but make it have a launch target (even though it doesnt launch anything) and set the Entry Angle Tolerance to -1.

EDIT: portals also reset the player and objects' speed down to 1000 if they are going any faster.