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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Velocity based Gravity Gun/Telekinesis!
Well, if we could access the limbs, we could make the head pop off. http://datarealms.com/wiki/index.php/Lu ... ble#Detach
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Thu May 21, 2009 3:00 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Velocity based Gravity Gun/Telekinesis!
Ugh. Whenever I press 'G' he just explodes and a vortex is created.
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Thu May 21, 2009 3:01 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Velocity based Gravity Gun/Telekinesis!
piipu wrote: Maybe the things have force transmitters just for that? Also, how would you do choking in CC? Just incapacitate and drain hp? I'd say put the actor to an uncontrollable status and make him hang in the air while HP slowly decreaces to 0. Then just drop him like a dead ragdoll on the floor.
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Thu May 21, 2009 3:06 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Velocity based Gravity Gun/Telekinesis!
numgun wrote: piipu wrote: Maybe the things have force transmitters just for that? Also, how would you do choking in CC? Just incapacitate and drain hp? I'd say put the actor to an uncontrollable status and make him hang in the air while HP slowly decreaces to 0. Then just drop him like a dead ragdoll on the floor. Don't waste what you can use, either get player two to snag it before it dies, or throw the body at something.
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Thu May 21, 2009 3:19 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Velocity based Gravity Gun/Telekinesis!
Looks good.
as for the sith choke you could add to their inventory a weapon (they will automatically change to this? if not make them drop their inventory before), with offsets that look like he's grabbing his throat, lift him up in the air slowly and decrease his health, if his health is one you could create a particle with high sharpness at the gun offset which should pop their heads off with 5 X velocity then remove the particle.
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Thu May 21, 2009 3:50 pm |
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madmonkey43
Joined: Mon Sep 10, 2007 4:42 pm Posts: 59 Location: your miiiiiind
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Re: Velocity based Gravity Gun/Telekinesis!
very nice... will test later attracting bullets/rockets sounds good
Edit: okay i tested it first thing. i held down G and moved the mouse a little BAD IDEA it made a series of vortexes which lagged my laptop into oblivion seriously, even Jesus didnt have lag this bad and it took him 3 DAYS to respawn so i Ctrl + R'd and used him again, this time with one portal and it sucked the 'telekenesis master ' in and killed him FIX PL0X
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Thu May 21, 2009 4:08 pm |
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Phatmonkey
Joined: Fri Aug 24, 2007 8:29 pm Posts: 85
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Re: Velocity based Gravity Gun/Telekinesis!
As stated earlier this mod only works if you dont have luaguns.rte. If you DO have it then it does something weird with the code and creates the vortex gun vortexes in rapid fire rather than making the telekinetic particles. This creates some lagtastic and terrifying results.
If someone would be so kind as to fix this problem it would be a cherished gesture.
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Thu May 21, 2009 6:19 pm |
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Daman
Joined: Fri Jan 26, 2007 3:22 am Posts: 1451
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Re: Velocity based Gravity Gun/Telekinesis!
Phatmonkey wrote: As stated earlier this mod only works if you dont have luaguns.rte. If you DO have it then it does something weird with the code and creates the vortex gun vortexes in rapid fire rather than making the telekinetic particles. This creates some lagtastic and terrifying results.
If someone would be so kind as to fix this problem it would be a cherished gesture. This is what happens when you copy code and release it. Or don't know how to properly name variables. derp
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Thu May 21, 2009 6:26 pm |
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Erahgon
Joined: Thu Apr 12, 2007 2:53 am Posts: 83
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Re: Velocity based Gravity Gun/Telekinesis!
It's probably because I didn't change the name of the first vortex lua script to something else. I'll see if I can get it fixed then.
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Thu May 21, 2009 8:20 pm |
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JJA79
Joined: Mon Dec 22, 2008 11:51 pm Posts: 138 Location: Standing on the edge of a large pit of lava facing away from it.
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Oh this is really fun in zombie cave has anyone fired while using the physgun? You catch the bullets so you can re-aim them. You can also catch bombs and hurl them back at the poor idiot who threw it at you in the 1st place
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Thu May 21, 2009 9:43 pm |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Oh no, don't throw the grenade back, wait until it explodes and then throw the explosion back.
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Thu May 21, 2009 10:08 pm |
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Phatmonkey
Joined: Fri Aug 24, 2007 8:29 pm Posts: 85
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
I'm about ready try and see if I can combine this with teleporting.
Every time I play now it feels like I'm ordering the X-men. If I'm not teleporting around with a chainsaw and LRRADD I'm grabbing and pushing enemies from inside my base. Hell, I used the telekinesis and some crafty digging to move my brainbot to the top of maginot. Lua has been just as awesome as I expected.
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Fri May 22, 2009 12:27 am |
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kiberkiller
Joined: Fri Aug 22, 2008 6:08 pm Posts: 170
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
OH MY GOD! this is soo awesome, blowing up an napalm bomb, catching it's explosion and fire, throw it at the enemy. sooo much fun.
Please you have to make some kind of matrix like power that stops bullets infront of you and then when you are holding the bullets and press F you throw 'em back.
P.S. C and V buttons are totally unnessesary. Also can i take your code and modify it for personal uses only? i won't release it as mine (i'm not a jerk) just gonna add some functions to it the way I would like it to be.
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Fri May 22, 2009 1:01 am |
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Phatmonkey
Joined: Fri Aug 24, 2007 8:29 pm Posts: 85
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
kiberkiller wrote: P.S. C and V buttons are totally unnessesary.
C and V buttons allowed me to survive maginot and properly toss around enemies breaking into my right side without killing my brain bot in the process. C and V buttons allowed me to catch the explosions from the other side of the zombie cave and transfer them to the 1st tube that I had skipped past without ramming them into the ceiling. C and V aren't fast acting, but they certainly aren't useless.
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Fri May 22, 2009 1:10 am |
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JJA79
Joined: Mon Dec 22, 2008 11:51 pm Posts: 138 Location: Standing on the edge of a large pit of lava facing away from it.
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Solace wrote: Oh no, don't throw the grenade back, wait until it explodes and then throw the explosion back. OH YAH i was doing that but forgot to mention it you can acculy CATCH opponets bullets and hurl em back
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Fri May 22, 2009 1:24 am |
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