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Triggering Low Gravity Volume

I'm working on a map where everything goes wrong. Life support, gravity, temperature controls, you name it. I'm playing with weather effects to trigger all the different calamities. They all work the way they're supposed to.... except Low Gravity Volume (I've tried all three) seems to always be on whenever the object is on the map, no matter how I trigger it. Is this intentional, a bug, or did someone just never think that it would ever be used to simulate a stations grav-plating going haywire?

Also, I'm using a nebula FX as a visual filler for Space Atmosphere Volume, because my tester toon doesn't have an EV suit. When I change from the nebula to no air... will it trigger the way it's supposed to, or will it work like gravity?
newstosiggy.png

Comments

  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    what specific trigger element are you using?
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • gawainviiigawainviii Member Posts: 328 Arc User
    edited March 2016
    It's a story task [Interact with Object] called "Get Your Footing", which is tied to a console. The object (Low Gravity Volume 2000') is triggered on
    [ Hidden >Task in Progress: Get Your Footing > Visible > Task Complete: Get Your Footing > Hidden]

    I've tried triggering on the previous task complete, Component complete (the console), I've even made it visible immediately, only triggering the hidden when gravity is restored... Any combination that I've been able to think of... the Low gravity seems to remain in effect at all times.

    I've considered making it a non-story task, and simply triggering on interaction with the console to see if that would work... but I'd rather not if I can avoid it, because the series of calamities (fix one thing, another blows up, rinse, repeat) is intended for comedic effect... if everything STARTS broken, its just a list of things to fix.
    newstosiggy.png
  • theyredeadjimtheyredeadjim Member Posts: 243 Arc User
    edited March 2016
    I tried to replicate your problem with the Low Gravity Volume 2000', using the following states:
    [Hidden > Objective in Progress: Activate Console > Visible > Objective Complete: Activate Console > Hidden], where the story objective references a specific console. I could not, as the console did trigger the disappearance of the Low Gravity Volume.

    It sounds like something might be pointing in the wrong direction. Do you have more than one story objective called "Get Your Footing", for instance?
    Post edited by theyredeadjim on
  • gawainviiigawainviii Member Posts: 328 Arc User
    I feel like a moron now.

    I had a second instance of the Low Gravity Volume object on the map, that I didn't know about. I must have accidentally double-clicked it (making it appear In the center of the map) when I was trying to click-drag it on, thus creating a duplicate.
    newstosiggy.png
  • theyredeadjimtheyredeadjim Member Posts: 243 Arc User
    Happens to all of us :)
  • paxfederaticapaxfederatica Member Posts: 1,496 Arc User
    As a side note, it is worth mentioning that if you put a low gravity volume down but spawn the character above it, then drop him/her onto the ground where the volume is, the character will fall (and take damage from the impact) normally as though the volume weren't there. (I briefly tried doing this for one of my "Mirrorball" maps before redesigning it.) As far as I can tell, the volume only takes effect once the player first touches the ground within it.
  • theyredeadjimtheyredeadjim Member Posts: 243 Arc User
    Good to know...thanks for the info :)
  • johnnysnowballjohnnysnowball Member Posts: 399 Arc User
    Side note: low grav volume screws up floater volume.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    it's amusing, you could do it if you wanted to have a limited floater usability I guess. It mainly prevents ascending properly.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • paxfederaticapaxfederatica Member Posts: 1,496 Arc User
    Side note: low grav volume screws up floater volume.

    Hmm... this could be a problem for the climactic map of "Mirrorball". (It involves underwater combat where floaters are enabled, with low grav, water and EV volumes to simulate the underwater environs.)
  • johnnysnowballjohnnysnowball Member Posts: 399 Arc User
    Yeah they will only be able to float up so far and then fall down unless you secretly switch off the low grav volume during floaty time.
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