Making a zero gravity section of a map and actually zero G is boring and hard to move in, I used water instead with invisbible textures (works pretty well) besides that you drown in it, any way to fix this?
Okay, I can think of three potential solutions, each with their own drawbacks. You can determine which one you think is best for your map.
Cover the areas you want players swimming in with a trigger_add_tf_player_condition with TF_COND_SPACE_GRAVITY - This gives you really low gravity, but makes you head huge. You can shrink the head size with a trigger_add_or_remove_tf_player_attributes, somewhere in there you can change head size.
Cover the areas you want players swimming in with a trigger_add_tf_player_condition with condition 86 - This makes it so you can swim in the air, however, you will appear to be covered in jarate.
Cover the area in a trigger_multiple with these outputs to a filter_damage_type with the type set to "Drowning" and allowance to "disallow"- OnTrigger > !activator > SetDamageFilter > dmg (which is the name of the damage type entity). This won't make you immune to drowning, you just shouldn't die from it.
But realistically, it sort of makes sense that you drown, because you are in space or whatever
I wanted to add some air pocket spots, but they are would be really crowded, now that I think of it, really would be cool. Having people limited air and needing to stay indoors is really neato.
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