slavatrumpevitch on 20/5/2009 at 21:48
is there anyway to create a potion which essentially does the same thing as shift-Q for only a very limited time?
Nameless Voice on 20/5/2009 at 22:01
Sure, adjust the player's Physics->Model->Attributes.
Set Gravity % to 0.00 (or a negative value to float upwards) and Friction to 1.00 (the latter is necessary or you won't be able to control your movement).
Sliptip on 20/5/2009 at 23:04
Holy crap!!! :wot:
I never knew!
Nameless Voice on 20/5/2009 at 23:18
I only know that out because Telliamed told me, and he only figured that out by poking into how the grav shafts in SS2 work, IIRC.
Yandros on 21/5/2009 at 03:04
I can't wait to see what you do with that in S7, Sliptip. But first, finish FP already. :p
This would have kept me from having to teleport the player (and lots of objects) back and forth between two copies of a room in Dance With The Dead. :mad:
Sliptip on 21/5/2009 at 03:28
Quote Posted by Yandros
I can't wait to see what you do with that in S7, Sliptip. But first, finish FP already. :p
I promise I won't get distracted sir :( *hangs head in shame*
Yandros on 21/5/2009 at 04:19
I hope you're joking. I was.
RippedPhreak on 31/8/2021 at 18:01
Quote:
Sure, adjust the player's Physics->Model->Attributes.
Set Gravity % to 0.00 (or a negative value to float upwards)
Can someone elaborate on this a bit? I created a MetaProperty called LowGrav. In the metaprop I set gravity to 20 under Physics->Model->Attributes.
I set up a conversation in which I press a button to make a servant add the meta prop to the object "Player" but it doesn't work. I also tried to add LowGrav to "Garrett" and "-2099" which is the archetype number for Garrett but nothing seems to work.
R Soul on 1/9/2021 at 17:50
A metaproperty won't work in this example because in game, the 'player' object will have its own set of physics properties which will override the metaprop.
You'll have to use sources and receptrons. The easiest way is probably to install NVScript and use NVRelayTrap to send a stim directly to the player object. The set property receptron copies entire properties from one object to another, so you'll need to copy the Attributes prop from the Garrett archetype onto some other object, with the two changes required for flying, then use the conv to trigger the S&R events to copy from that object to 'Player', and to turn off the flying, copy the Attributes property from the Garrett archetype to 'Player'.
ZylonBane on 1/9/2021 at 19:05
Or you could just write a script to do that without all the Rube Goldberg shenanigans.