Data Realms Fan Forums
http://forums.datarealms.com/

HL2 Gravity Guns *Build 32 compatible
http://forums.datarealms.com/viewtopic.php?f=61&t=16515
Page 4 of 9

Author:  ProjektTHOR [ Fri Sep 18, 2009 11:50 am ]
Post subject:  Re: HL2 Gravity Guns *Update (9-17-09) More Pickup Capabilities!

Implementing innovative ideas from other games is always a great idea, I suppose, but why do people want to do total conversions so much.

I have never understood this obsession.

Author:  numgun [ Fri Sep 18, 2009 12:03 pm ]
Post subject:  Re: HL2 Gravity Guns *Update (9-17-09) More Pickup Capabilities!

Affect emitters eh?
I wonder what this thing can do with the Zombie Cave generators... :D

Steal the generators and the bomb makers and get them out of the cave and many other wierdness like that... :P
...hum.

Not to mention one could also be able to steal screen emitters of a map and alter the location of the BW module objects... ♥♥♥♥.
There should be a way to prevent it besides making it check for GetsHitsByMOs = 1 from the particles since I would still want this to affect destroyer cannon shots and such... same issue with Kyred's PA.


Darn compabilities, but this is an awesome mod anyways, the launching speeds could be a tad more powerful though.

Author:  smithno13 [ Fri Sep 18, 2009 3:32 pm ]
Post subject:  Re: HL2 Gravity Guns *Update (9-17-09) More Pickup Capabilities!

Doesnt seem to work for me at all... Neither the grav gun or the phys cannon will pick up anything.

Author:  CaveCricket48 [ Fri Sep 18, 2009 8:27 pm ]
Post subject:  Re: HL2 Gravity Guns *Update (9-17-09) More Pickup Capabilities!

@numgun - If an object has a pinstrength more than 1, then the gravity guns shouldn't be strong enough to pick them up. Also, if you would like to make the launching power stronger, go to the grav gun Lua files and find

actor.Vel = self.Vel / (1 + (actor.Mass / 32));
item.Vel = self.Vel / (1 + (actor.Mass / 32));
particle.Vel = self.Vel / (1 + (actor.Mass / 32));

and change the division number (this one is 32) to a higher number.


@smithno13 - I tested the Gravity Guns in the download, and they work fine for me. Did you change something in the Lua files besides "self.cangrabMOSRandAE = true;"? You should try redownloading.

Author:  smithno13 [ Sat Sep 19, 2009 12:13 am ]
Post subject:  Re: HL2 Gravity Guns *Update (9-17-09) More Pickup Capabilities!

Still absolutely nothing... It seems if I am holding, and the gun is pointing at an object that should be picked up, when I launch it propels it.

Author:  CaveCricket48 [ Sat Sep 19, 2009 12:35 am ]
Post subject:  Re: HL2 Gravity Guns *Update (9-17-09) More Pickup Capabilities!

What OS do you have? Any Lua errors?

Author:  smithno13 [ Sat Sep 19, 2009 12:51 am ]
Post subject:  Re: HL2 Gravity Guns *Update (9-17-09) More Pickup Capabilities!

Windows XP, no errors.

Author:  CaveCricket48 [ Sat Sep 19, 2009 12:54 am ]
Post subject:  Re: HL2 Gravity Guns *Update (9-17-09) More Pickup Capabilities!

Well, I have absolutely no idea what's wrong. Does anyone else have similar problems?

Author:  smithno13 [ Sat Sep 19, 2009 12:58 am ]
Post subject:  Re: HL2 Gravity Guns *Update (9-17-09) More Pickup Capabilities!

It seems the lua of all my other mods is functional...

Author:  Azukki [ Sun Sep 20, 2009 9:19 pm ]
Post subject:  Re: HL2 Gravity Guns *Update (9-17-09) More Pickup Capabilities!

You should probably limit holding ability based on the mass of the subject too.
A soldier should be able to be lugged around suspended in air, a device should easily snap to held position, and trying to hold a rocket in the air should apply less force than gravity.
What I'm saying here is that the holding should be by means of adding force rather than adding velocity or displacing position. I shouldn't be able to piledrive rockets with the Gravity Gun, is what I'm getting at here. That kind of thing should be the phys cannon's domain. And as the phys cannon can hold such bigger stuff, maybe it should hold it further away?

As for throwing, if you're going for an accurate representation of the supercharged gravity gun or just a more fun Super-GG, It should kill the target instantly if it's an actor, [or maybe disarming them would be cooler] and then throw it hard enough to kill others. Hard enough to splatter soldiers on impact would be awesome. Or a shotgun effect where they gib instantly after the throw?
That part of the game was crazy awesome, and seeing it replicated in CC and altered into a manner more suiting to CC would be sweet.

tl;dr make phys cannon op & balance GG holding plz


Also, you exceeded your bandwidth and Photobucket's blocking your imagines. Tiiiime for an alt there.

Author:  CaveCricket48 [ Mon Sep 21, 2009 3:13 am ]
Post subject:  Re: HL2 Gravity Guns *Update (9-20-09) Resprites and Balancing

Update. Resprites and balances. I haven't been able to work on this work the past 2-3 days because of a very long funeral.

@Azukki - Balanced the Grav Guns, still working on the insta-gibing shotgun effect. (actor:GibThis(); is broken) And dangit, I hate photobucket.

@smithno13 - Try downloading this version and see if it works.

Author:  Grif [ Mon Sep 21, 2009 4:35 am ]
Post subject:  Re: HL2 Gravity Guns *Update (9-20-09) Resprites and Balancing

actor:GibThis is so not broken.

Try ToMovableObject(actor):GibThis(); first.

Author:  NaXx [ Mon Sep 21, 2009 3:20 pm ]
Post subject:  Re: HL2 Gravity Guns *Update (9-20-09) Resprites and Balancing

Image

10 minutes doing that...

Author:  CaveCricket48 [ Mon Sep 21, 2009 9:03 pm ]
Post subject:  Re: HL2 Gravity Guns *Update (9-20-09) Resprites and Balancing

@Grif - Just tried, didn't work.

@NaXx - What were you expecting to happen?

Oh, and what do you guys think of the new sprites?

Author:  Metal Meltdown [ Mon Sep 21, 2009 9:06 pm ]
Post subject:  Re: HL2 Gravity Guns *Update (9-20-09) Resprites and Balancing

While the new ones are more HL2-ish, I have to say that I preferred the old ones.

Page 4 of 9 All times are UTC [ DST ]
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/