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 Velocity based Gravity Gun/Telekinesis! *Updated* 
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Joined: Fri Dec 22, 2006 4:20 am
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Post Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
I noticed that as well.
It doesn't suck in bullets though.


Sun May 24, 2009 1:39 am
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Post Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Shapeshifters wrote:
Hey guys, I found out a hidden feature; the gibnado (tornado of gibs) Hold H, and only gibs/particles get sucked in, but they seem to move more violently to me. Best use of this is to hit your enemies with storms of drop ship debris.



Oh, that was just the button I used to test new stuff. First time it spawned fire (like from molotovs and incendiary grenades, like pyrokinesis), this version of it was the version that eventually became the tele-grab.


Sun May 24, 2009 1:42 am
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Location: In heaven, everything is fine.
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Post Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Erahgon, awesome job here.

You should make a custom actor as a brain. This will open a new game mode where you play as a solo mutant who fends off government forces who want to take you down/capture you.

Suggestions:

1. A permanent/key-activated indicator to check where your tele-field is

2. Complete control of tele-field by mouse (if possible)


Last edited by The Decaying Soldat on Sun May 24, 2009 5:29 am, edited 1 time in total.



Sun May 24, 2009 4:42 am
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Post Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Can't you make a gun that does this so any actor can use it?
I want my wizcorp acolyte to has a use!


Sun May 24, 2009 5:27 am
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Post Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
How about a implant?

Advert aside, I have an idea:

A mode where the center fires out particle, eg psy energy.

So you can grav, concentrating until you have enough collected particles to fire a powerful blast.

With push mode, you have a particle spewer.

It can also make a great way to execute held units.


Sun May 24, 2009 6:04 am
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Post Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
I was hoping for that too, makes killing easier.

Also, doing the prison break mission with him is tons of fun.


Sun May 24, 2009 6:23 am
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Post Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
I made an overpowered "Chi" weapon for myself, shoot it into the ball, and use force, or press h instead.


Sun May 24, 2009 7:39 am
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Post Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Darklink wrote:
Can't you make a gun that does this so any actor can use it?
I want my wizcorp acolyte to has a use!



I wouldn't know how to make it into a holdable item, but mail probably can do it.

And you can edit the file yourself easily to make the scripts run on any other actor.


Code:
AddActor = AHuman
   CopyOf = Soldier Heavy
   PresetName = Telekinesis Master
   ScriptPath = TKClone.rte/Guns/Telekinesis.lua



That's pretty much it, you can load the lua file from any rte, it doesn't have to be in the same folder. Just make sure you change it's name to Telekinesis Master or the actor will suck up itself.


Sun May 24, 2009 11:18 am
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Joined: Mon Dec 22, 2008 11:51 pm
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Post Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
mail2345 wrote:
How about a implant?

Advert aside, I have an idea:

A mode where the center fires out particle, eg psy energy.

So you can grav, concentrating until you have enough collected particles to fire a powerful blast.

With push mode, you have a particle spewer.

It can also make a great way to execute held units.


I did something like that i made the particles heavy then i blasted them at stuff


Sun May 24, 2009 3:08 pm
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Post Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Favourite telekinesis moment of today:

Was reloading RPC, and dummy approached, so threw it into the air. As I reloaded a rocket was coming down in front of me. I fired the chainsaw at the rocket while holding it with telekinesis, but the chainsaw bounced off it and came back in my direction, but hit the dummy I threw earlier as it fell =D. Rocket then hit the ground and exploded as is typical. Would have been better if it was a fleshy ronin soldier that got hit but oh well.


Mon May 25, 2009 7:31 pm
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Favorite telekinesis moment of the day:
I was playing Maginot, with a little guy I call cheat soldier 2, with this script attached. I raped all the dropships with the holy rifle, and pushed away the debris. It looked like freakin' He-man. Anyone ever seen that one where he deflects a huge energy beam with just his sword, and the beams going everywhere BUT this small tear-drop shaped space behind him? Epic stuff. It doesn't sound great, but you had to be there. Also, I was wondering if you could make the sparkles emit when pushing as well. Less confusing that way. If anyone wonders who Cheat Soldier 2 was, it's just all the holy stuff attached to a Dummy Mk3, minus the grenade.


Mon May 25, 2009 11:05 pm
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Post Re: Velocity based Gravity Gun/Telekinesis! *Updated*
This conflicts with the scrap brain.

when i press G, and i have a scrap brain, it switches me away from my clone and to
my brain

also, the gravity breaks up and becomes useless if you move it too far away


Wed May 27, 2009 6:19 am
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Post Re: Velocity based Gravity Gun/Telekinesis! *Updated*
^ is why I thing the scrap brain should use controllers, vs something like this.

It isn't like the jetpack contoller on the brain is used or anything.

Anyway, in the lua file change
Code:
UInputMan:KeyPressed(2)

To
Code:
self:GetController():IsState(9)

So it uses jetpack.

Of course, if you are using keyboard controls...


Wed May 27, 2009 6:37 am
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Post Re: Velocity based Gravity Gun/Telekinesis! *Updated*
Why not IsState(Controller.BODY_JUMP) or whatever it is?

See: my teleporter code.


Wed May 27, 2009 6:39 am
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Post Re: Velocity based Gravity Gun/Telekinesis! *Updated*
Didn't feel like copy pasting it.


Wed May 27, 2009 7:19 am
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