Gravity module 'Locking'

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    Put an activator with true next to a gravity module = will only add gravity to players

    Put an activator with false next to a gravity module = will only remove gravity from players

    No activator next to gravity module = current behavior


    This would let you have more control over the gravity module and make it easier to transition players between gravity of main ship and rail entities, for example.
     
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    Yeah having more control over gravity would be great... we still need the ability to activate gravity in-directly through logic instead of directly
     
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    What about entire circuits holding the last person to activate something instead of just a connection (for Sven's idea)
     

    Asvarduil

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    I second being able to activate or inactivate gravity by using logic circuits. For instance, a ship airlock, that when a player is in it, and both doors are closed, asserts gravity on all entities in the airlock.
     
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    I second being able to activate or inactivate gravity by using logic circuits. For instance, a ship airlock, that when a player is in it, and both doors are closed, asserts gravity on all entities in the airlock.
    Can probably be implemented by having a gravity module next to an area trigger, when the gravity module is activated all entities in the area triggers go into gravity.
     
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    Ithirahad

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    How about an OR-gate instead of an activator? Activators do/detect way too much stuff as it is and it can and will raise issues for compact builds.