Author Topic: Artifical Gravity  (Read 1781 times)

title explanes itself, a wrench event that creates gravity to a set hight(in 1x1 bricks)
for underwater things and The Planets map.

It would take engine changes to allow you to make it so that you stand in a waterblock, but otherwise this is quite possible (and kinda easy if you use the right references).

I might try.

The impulse for wrench events changes gravity it might be like reverse impulse just it might span over more lenth for the effects to be dominant

No, the impulse pushes an object, it has nothing to do with gravity.

No he is saying expan the area of the impulse and make the impulse go in the direction of the brick. This would be more effective if it where only usable on a plate

I forget what they are called but there are zones that can change gravity(somewhat) If someone made a tool for them it could be used for this sort of thing.

Physical zones. With it you can create areas of differing gravity. This does, however, modify the map, and you would either have to save an alternate version of the map or lose your physical zones.

Physical zones. With it you can create areas of differing gravity. This does, however, modify the map, and you would either have to save an alternate version of the map or lose your physical zones.
read full post it dose not have to be real gravity just a gravity mimicking: push down in a certan area in order to keep one from flying into the stratosphere when they jump

Physical zones. With it you can create areas of differing gravity. This does, however, modify the map, and you would either have to save an alternate version of the map or lose your physical zones.
I remember Adam487 onnce made a bot cannon with them.

It would take engine changes to allow you to make it so that you stand in a waterblock, but otherwise this is quite possible (and kinda easy if you use the right references).

I might try.

Please don't. The last thing we need is more crappy add-ons that use repeating impulses. Having two or more people within that field would just result in shaky cameras and loads of brick lag/server lag.

The best way to do this is to set the third field of the waterblock scale to something smaller, and then move the waterblock's Z position higher, depending on how much you took off the scale. This will result in the water effect "disappearing" when you look down when "underneath" the waterblock, but its not a huge problem.

I've done something like this before, but it still doesn't work as well. What I did was try two methods, one was use the impulse field (forgot the real name) of the physical object and spawned a bunch of them to create continuous gravity around a point. Unfortunatly you can't have too big of a space where the gravity affects or it'll lag from too many physical zones. If you use a trigger, you won't be able to make the impulses as constant so it'll be a little wrong. The cool thing was that with both methods, I was able to achieve orbit around the middle point for a few times. Drag from the player datablock slowed the player down though.