Awesome, cause I installed a grav lift into my ship leading to a mass chamber room, which would be kinda useless if everyone was stuck on the ceiling. :DOnly the person that activates it.
That actually makes things more interesting.. Thanks! I'm just beginning with logic, so I'm just working small projects.I'm almost certain that it will work if you use the trigger to trigger an Activation module which in turn triggers gravity. At least that's what you have to do with Area triggers.
(Contraptions deeper than that will most likely fail, however.)
wich really sucks :/… which is also the reason why gravity cannot be triggered by logic circuits (only Area triggers/Activation modules)—player information is not propagated through logic.
Would be a lot better than having to fall out of the ship to escape its gravity. Maybe an area trigger would allow people to pass through a certain area to turn the gravity on and off, like at hanger door ways or door ways to escape pods.An area gravity button would be fun and useful. Whoever is in the area when activated, has gravity. Suggested before, I'm sure.
It does. On my Malgar station (see community content) I surrounded the docking bays with area triggers. Players leaving the docking area would automatically switch to station gravity. The only downside is that upon entering the area you float until reaching ship gravity. Afaik you can't circumvent this, since, as I stated before, gravity can't be triggered by circuits.Would be a lot better than having to fall out of the ship to escape its gravity. Maybe an area trigger would allow people to pass through a certain area to turn the gravity on and off, like at hanger door ways or door ways to escape pods.
Ah, gotcha. Though, I imagine a lot of people would be mad at me with area gravity, since I would be the jerk switching it on and off. :DEdit: Anyway. The sports car was talking about gravity affecting all players in range, which is different from auto-gravity.