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 HL2 Gravity Guns *Build 32 compatible 
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
The Grav Gun works almost exactly as it does in HL2. Hold fire will activate your pickup mode and tractor beam at the same time, but the tractor beam will disable itself once you have something held in front of you. No specific key bindings or complicated controls. :)


Sun Oct 04, 2009 10:57 pm
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Post Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
This mod is so awesome, love to use it to grab incoming rockets and 'nades and return them to the sender.

A+ CaveCricket48


Mon Oct 05, 2009 3:18 pm
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Post Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
Very nice cant wait to try it out i love garrys mod


Fri Oct 09, 2009 2:40 am
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Post Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
You don't really use periods (or any punctuation, for that matter), do you?

Anyways, do you plan on including anymore HL2 equipment? I smell a HL2 mod...


Sat Oct 10, 2009 3:12 am
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Post Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
After the Mod Contest, I will try to make a Hopper Mine and Roller Mine. No full HL2 mod, though.


Sat Oct 10, 2009 3:24 am
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Post Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
Nice Work! I love throwing away coalitions and tossing stuff at em.
Now u just need Gordon Freeman :grin:


Sat Oct 17, 2009 9:08 pm
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Post Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
Zillmore wrote:
Now [you] just need Gordon Freeman :grin:

Read the thread. It has already been requested and denied. And write "you" instead of "u", please, writing correctly is not going to hurt you. Also, please do not bump threads pointlessly.


Sat Oct 17, 2009 9:11 pm
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Post Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
Ooh! It's got the Garry's mod tractor beam now? THAT I want.


Fri Oct 23, 2009 3:42 am
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Post Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
No, it just sucks stuff in like the real Zero Point Energy Field Manipulator.


Fri Oct 23, 2009 3:45 am
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Post Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
I was thinking, if I did make a Phys gun from Gmod, how would the controls work? I want to stay far away from specific key-bindings, though.


Sat Oct 24, 2009 4:12 am
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Post Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
I would think it would fire a long stream, then when it hit an enemy actor it 'locks on, then moving your viewpoint would move the actor. Just have the glows home in on the locked on actor.


Sat Oct 24, 2009 4:53 am
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Post Re: HL2 Gravity Guns *Update (10-2-09) Bug Fixes and +1 Variable
And you could have it use the scroll wheel for mouse players and whateveryouguysuse for keyboard players to change range.


Sat Oct 24, 2009 8:29 pm
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Post Re: HL2 Gravity Guns *Update (10-2-09) Lua Redone + More FX
Weee, I finally got this done. I have completely redone all the Lua in this mod and optimized it the best I could. Things should lag less (if they even did at all) and the "power" system, launching, holding, and tractor beam have been redone. The Dark Energy Gravity Gun (previously known as the Physics Cannon) now disintegrates actors when they get hit by its repulsor beam. And I also added more visual effects and changed many sound effects.


Wed Jan 20, 2010 6:09 am
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Post Re: HL2 Gravity Guns *Update (1-19-10) Lua Redone + More FX
I'm astounded, you made an already awesome mod even better!
I feel like I am seeing a discernible speed boost, but that may well be a placebo effect, as it already ran flawlessly.
Nice job.


Wed Jan 20, 2010 7:09 am
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Post Re: HL2 Gravity Guns *Update(1-19-10) Lua Redone + FX + Gifs
Re-made all the gifs.

Image
Image
Image
Image


Wed Jan 20, 2010 11:09 pm
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