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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (9-20-09) Resprites and Balancing
nothing ![Laughing :lol:](./images/smilies/anj_tihi.gif) just launching the crab up like a beachball ^^ I know, its the more idiot thing in a while...
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Tue Sep 22, 2009 11:09 am |
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ShnitzelKiller
Joined: Sun Mar 22, 2009 7:30 am Posts: 168
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (9-20-09) Resprites and Balancing
It's a nice concept, but it's just too weak, and you can't pick anybody up because they'll just shoot it to bits while you're trying to get close enough, and you have to turn reaaaally slowly if you want to throw them in a different direction, then they'll land a few inches away.
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Wed Sep 23, 2009 3:35 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13143 Location: Here
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (9-20-09) Resprites and Balancing
The Gravity Gun is meant for picking up devices, not people. You should use the Phys Cannon to throw/pick up people. And I'm working on the shooting problem right now.
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Wed Sep 23, 2009 11:15 am |
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ShnitzelKiller
Joined: Sun Mar 22, 2009 7:30 am Posts: 168
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (9-20-09) Resprites and Balancing
I was talking about the phys cannon. It is too weak.
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Thu Sep 24, 2009 12:57 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Gun *Update (9-12-09) Phys Cannon and Bug Fixes
PhantomAGN wrote: Want to make it fire faster? Go to the lua script, and change where it says; "actor.Vel = self.Vel / 2;" (third-to-last paragraph) and "item.Vel = self.Vel / 2;" (second-to-last paragraph) to something like "self.Vel * 4;" This makes it fire faster, and pull things around faster, this makes most grenades explode on impact. Have a ball. You might also do some cloning and renaming, I've made a 2x, 4x, and 10x version for lolz.
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Thu Sep 24, 2009 1:25 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13143 Location: Here
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (10-1-09) Tractor Beam and More
Update. I added the tractor beam feature everyone wanted and actors are now paralized when held. Also, the major properties of the grav guns/tractor beams can be easily modified in the scripts. Just open one up and you'll see. Here's the part of the Gravity Gun that is easy/meant to be modified: Code: -------------------- ----- The variables here can be changed to alter various properties of the grav gun.
self.cantractorbeam = true; -- allows the grav gun to pull objects at a distance if holding nothing. true for yes, false for no. self.cangrabMOSRandAE = true; -- allows the grav gun to grab and throw MOSRotatings and Emitters. true for yes, false for no. self.canparalize = true; -- allows the grav gun to paralize actors that it's holding. true for yes, false for no. self.launchpower = 40; -- strength of the launch. 40 is default. self.pickuppower = 40; -- strength of the pull. 40 is default. self.launchrange = 35; -- size of the area to check for objects to launch. 35 is default. self.pickuprange = 35; -- size of the area to check for objects to pull. 35 is default.
-------------------- It has notations and stuff so you know what's what.
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Fri Oct 02, 2009 3:01 am |
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Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (10-1-09) Tractor Beam and More
A tractor beam? Wow, this is cool, now it's easyer to defend youself from bomb-throwing zombies. Is there anything that can be updated now? Is it complete of will you try to upgrade it more.
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Fri Oct 02, 2009 8:10 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13143 Location: Here
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (10-1-09) Tractor Beam and More
Once I get back from school (about 6 hours from now) I'm going to add a variabe to the Lua script that changes the length of the beam and some way to toggle visibility of the beam.
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Fri Oct 02, 2009 11:18 am |
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Quantum
Joined: Tue Aug 04, 2009 9:45 am Posts: 17
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (10-1-09) Tractor Beam and More
When I saw it had been updated and that it now included a 'Tractor beam', the first thought to go through my head was 'WTF PHYSGUN?!'. Of course, it isn't, but it's still kewl.
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Fri Oct 02, 2009 11:24 am |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (10-1-09) Tractor Beam and More
My head is bowed to you, this is just a really fun tool for CC. The tractor beam is a nice addition, and a variable range will rock. A friend I passed this mod to already extended the range, and that's pretty simple, but nothing like proper controllable range. (I just carried two, it worked badly but it worked.)
Somehow I doubt I will be able to hear the lecturers today.
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Fri Oct 02, 2009 5:42 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13143 Location: Here
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
Update, probably for the last time untill Build 24. Now there is an easy to change variable in the tractor beam scripts that change the maximum length, and there are no more bouncing particle from the grav guns. The chunk of Lua with the easy-access variables from the tractor beam script: Code: -------------------- ----- The variables here can be changed to alter various properties of the grav gun's tractor beam.
self.beamlength = 120 -- changes the length of the tractor beam. 120 is default. self.cangrabMOSRandAE = true; -- allows the tractor beam to pull MOSRotatings and Emitters. true for yes, false for no. self.canparalize = false; -- allows the tractor beam to paralize actors that it's holding. true for yes, false for no. self.pickuppower = 20; -- strength of the pull. 20 is default. self.pickuprange = 10; -- size of the area to check for objects to pull. 10 is default.
--------------------
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Fri Oct 02, 2009 7:00 pm |
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ShnitzelKiller
Joined: Sun Mar 22, 2009 7:30 am Posts: 168
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
Can you make the version of the gravity gun you get in "our benefactors" which electrocutes the victims and vaporizes their weapons as well as being really powerful? (and the pulling force has a longer range, you can pull from waaay farther than you can push things)
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Sun Oct 04, 2009 9:50 pm |
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IllegalUpgrades
Joined: Fri Oct 02, 2009 1:29 am Posts: 3
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
This looks so epic. I'll give it a try.
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Sun Oct 04, 2009 9:59 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13143 Location: Here
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
If you look into the Phys Cannon's script and the Phys Tractor's script, there is an area where you can modify pickup strength, paralize on pickup, throw strength, tractor beam strength, tractor beam length and more. That pretty much covers everything you want.
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Sun Oct 04, 2009 10:44 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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![Post Post](./styles/images/imageset/icon_topic_latest.gif) Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
Is the Tractor Beam a seperate key, or is it just a long beam that lets you pick crap up from a distance like the real game?
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Sun Oct 04, 2009 10:50 pm |
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