slavatrumpevitch on 25/4/2016 at 00:58
How could i make an inventory item which, when activated, would reverse the gravity in a particular room? (and then switch back when deactivated?)
Thanks!
slavatrumpevitch on 25/4/2016 at 21:41
I'm surprised there isn't an easy way to do this. It can't just be rigged up light a light switch or something?
slavatrumpevitch on 25/4/2016 at 21:42
In case it was unclear in my original query, I want it to be room-specific---not just anywhere as would be the case with the jetpack. Gravity in one room would be toggled by the player. Is that simpler?
Yandros on 25/4/2016 at 21:54
Since gravity is set on the roombrush and you can't change their properties dynamically as far as I know, the only way I know to do this is how I did it in Dance With The Dead. When they player flips a switch, the door closes and they are seamlessly teleported to a copy of the room with less gravity on the roombrush. I had to close the door since the room copy wasn't connected to the rest of the map, so they had to flip the lever and get teleported back to leave. I think I used TrapMoveRelative on the player to do the teleportation.
Nameless Voice on 25/4/2016 at 22:13
You can actually change the properties on a room brush dynamically, but it's a bit awkward (I was able to do it by using an NVRelayTrap to send a stim to a concrete roombrush, which had receptrons to set the property.)
The actual effect seems... unpredictable. I think it only kicks in when you traverse a room boundary. Also, by default Garrett has 0.00 base friction, which means that you won't actually be able to move while in a reversed-gravity area (since you'll be in "freefall".)
Edit: Come to think of it, you could try using the NVRepulsorLift script. You stick it on a room brush. TurnOn will make it push objects upwards, and TurnOff will make it push objects downwards. The room has no actual gravity, however. It just pushes objects up/down.
You can use the NVRepulsorLiftUpSpeed and NVRepulsorLiftDownSpeed params to specify the speed at which objects should move. The default is 30 in both directions.
That script doesn't seem to handle random objects from a stack being dropped in the room correctly - they won't be affected.
LarryG on 26/4/2016 at 02:12
NVRepulsorLift??? Another undocumented script?
Yandros on 26/4/2016 at 02:32
As usual, I'm stunned by something NV posts.
slavatrumpevitch on 26/4/2016 at 05:23
Thanks a lot! That sounds like just what I need, NamelessVoice!!
Nameless Voice on 26/4/2016 at 10:04
Quote Posted by LarryG
NVRepulsorLift??? Another undocumented script?
It was from the Citadel Conversion Project. Doesn't seem to work all that well. I noticed that dropping a crate in our caused the crate to explode.