Any way to reverse gravity?

Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
Want to do some cool effects, there has to be a better way then using a trigger_push.
 

Fragancia

L2: Junior Member
Feb 22, 2013
91
33
I assume you mean having little to no gravity present which is achievable using trigger_gravity.
Gravity will not reset upon respawning so you need to place another trigger_gravity at the spawns with default gravity.
 

Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
I want people to stick to the ceiling. I was using func_push to do this, but I want to know if there is a better way.
 

Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
The second option is exactly what I want.
 

Fragancia

L2: Junior Member
Feb 22, 2013
91
33
The second option is exactly what I want.
Sadly I don't think what you want is possible on the entity side, there's no entity that can do this for you.
But maybe you can fake it? if the map you are making has like multiple stages, you could make a non-flipped version transitioning to the flipped version.
 

Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
Is there a way to make func_push only apply to one team? Just thinking out loud
 

Fragancia

L2: Junior Member
Feb 22, 2013
91
33
Sorta unrelated, but this reminds me of an idea I had once for a two-stage map where the second stage was just the first stage flipped upside down.

Did you ever act on that idea? Maybe some early prototype laying around in some folder?
If that's the case, you mind sharing some pictures of it?
 

Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
That is very helpful.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Did you ever act on that idea? Maybe some early prototype laying around in some folder?
If that's the case, you mind sharing some pictures of it?
Sadly not. There are a lot of ideas I want to get around to at some point, but I've just not had the time or commitment to actually make them. You can steal the idea if you wish.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
When will valve enable rotating players so we can have Super Fortress Galaxy?
"Unrelated"(?): back when I had no idea on how to properly make a payload, I made one using basic I/O's and settings, and whenever it rotates, the player rotates with it when touching the func_tracktrain anyhow (by its sides or by standing on it). It's kinda annoying sometimes.