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Push and Pull
Posted: Sat Jul 19, 2008 7:19 pm
by Lambda
I've seen and played mods where you can push and pull objects with projectiles. I know how to make a push force, but I'm really interested in being able to make a pull force, so anybody wanna tell me how?
Posted: Sat Jul 19, 2008 7:23 pm
by DeadHamster
It has something to do with projectile speeds. Or So I've Heard.
Posted: Sat Jul 19, 2008 7:25 pm
by MoDFox
Speed has to be extremely high or something... or something like 1e5 I dunno.
What you could do is make the projectile shoot backwards from a certain distance ahead, this would limit the range of use though.
Posted: Mon Jul 21, 2008 6:50 am
by hiheyhello
i believe someone over at modhalo did it, hes not telling anyone though. I remember him saying something about a turret which shoots 2 projectiles and hes able to stop something from moving in mid air. Also i think conure did it once, so ive heard.
Posted: Mon Jul 21, 2008 8:47 am
by conure
Sadlly th origanal topic is gona, but here is how do it.
Malolo420 wrote:Make the weapon have a bottomless clip, around 35 for a rate of fire, 5 projectiles per shot, the bullet damage do 0.0001 damage, and 0.5 force Make the projectile initial speed 1E+14 and final 1E+15.
Then put max range for 99999.
That should work.
Posted: Mon Jul 21, 2008 9:19 am
by Lambda
that makes a float gun, which is kinda cool.
Posted: Mon Jul 28, 2008 9:09 am
by LoneSniper
Force -(number here)?
Posted: Mon Jul 28, 2008 9:46 am
by MoDFox
Lambda wrote:that makes a float gun, which is kinda cool.
On mac the pull gun (1e+14) only works as a lift gun, if a Windows user hosts it will pull though.
Push gun is pretty self explanatory.
Posted: Mon Jul 28, 2008 9:55 am
by bibbit
LoneSniper wrote:Force -(number here)?
Sadly that doesn't work.
Posted: Mon Jul 28, 2008 9:58 am
by MoDFox
bibbit wrote:LoneSniper wrote:Force -(number here)?
Sadly that doesn't work.
Works for weapons, if that's what you're going for.
Posted: Mon Jul 28, 2008 3:00 pm
by Corvette19
conure wrote:Sadlly th origanal topic is gona, but here is how do it.
Malolo420 wrote:Make the weapon have a bottomless clip, around 35 for a rate of fire, 5 projectiles per shot, the bullet damage do 0.0001 damage, and 0.5 force Make the projectile initial speed 1E+14 and final 1E+15.
Then put max range for 99999.
That should work.
Post it on a tutorial.
Posted: Sun Aug 03, 2008 7:39 pm
by DeadHamster
anyone care to explain WHY that works? I'm interested.
Posted: Sun Aug 03, 2008 9:14 pm
by MoDFox
DeadHamster wrote:anyone care to explain WHY that works? I'm interested.
This in no way represents the real reason but this is a theory.
The bullet goes so fast that it actually jumps through the vehicle partially and hits the other side thus causing it to pull towards you.
Just one idea, would also explain a fault in Macsoft's port to mac that causes the bullet to only hop half way through and cause it to lift.
Posted: Sun Aug 03, 2008 9:14 pm
by Corvette19
DeadHamster wrote:anyone care to explain WHY that works? I'm interested.
"It is a mystery" -Kornman
Posted: Mon Aug 04, 2008 8:49 am
by DeadHamster
MoDFox wrote:cause it to lift.
That's actually what I was looking for. Do you know of any way to do that with PC, I've been expierimenting to no avail, and I'd rather turn my attention towards finding a way to make respawning AI.
Posted: Mon Aug 04, 2008 9:56 am
by Corvette19
Maybe making the AI spawn from an Item Collection?
Go into HHT and open the item collection tag, then try swapping the weapon to an AI. It may work.
Posted: Mon Aug 04, 2008 10:26 am
by ares-erus
Corvette19 wrote:Maybe making the AI spawn from an Item Collection?
Go into HHT and open the item collection tag, then try swapping the weapon to an AI. It may work.
Doubt it would be anything but a lifeless biped.
Posted: Mon Aug 04, 2008 10:34 am
by Lambda
probably would work if it was an actv instead of a bipd
Posted: Mon Aug 04, 2008 11:01 am
by Corvette19
Lambda wrote:probably would work if it was an actv instead of a bipd
Posted: Mon Aug 04, 2008 2:20 pm
by DeadHamster
Corvette19 wrote:Maybe making the AI spawn from an Item Collection?
Go into HHT and open the item collection tag, then try swapping the weapon to an AI. It may work.
Yeah, that was my first thought, but spawning an actv through that gave me an exception, which actually surprised me. After that I tried editing [weap] tags, hoping that having the weapon reference the actv be the same as the actv referencing whatever, but of course it's not.
Still working on it. Got another Idea.
EDIT: HAHAHAHAH IM A MAD-SCIENTIST.
Nahh jk, but I got it to work. You'll all be happy to know my new mod will have respawning AI, using only tools on the PC, no CE work at all.