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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: C4 Plastic Explosive Sprayer and Detonator
Asatruer wrote: I do like Azukki's detonator gibs the mag and the mag gibs the c4, as well as the concussive forces idea, but I do not currently have the lua skill to pull that off. I could do the particle acceleration for you, but I've tried and failed at concussion. I understand how vectors work, but not the means of which to define them. I'll try the alternate detonation method too. Also it's the the grenade fragment gray/yellow MOPixels do the bulk of the damage.
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Fri Jun 19, 2009 6:07 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: C4 Plastic Explosive Sprayer and Detonator
Don't forget the air blast! It's an underrated particle but highly useful.
Side Thruster Blast Ball 1 (mosparticle) can do some good effects without much lag.
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Fri Jun 19, 2009 6:11 am |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: C4 Plastic Explosive Sprayer and Detonator
numgun's Ballistic Weapons: Mercenaries has a module that does some accelerating of particles that pass through it. I will have a glance at it tomorrow sometime, but if anyone comes up with something sooner that would be fantastic.
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Fri Jun 19, 2009 6:16 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: C4 Plastic Explosive Sprayer and Detonator
Code: for p in MovableMan.Particles do if math.sqrt( (p.Pos.X - c4ListS[i].Pos.X) ^ 2 + (p.Pos.Y - c4ListS[i].Pos.Y) ^ 2) < 50 then p.Vel = Vector(p.Vel.X * 2, p.Vel.Y *2) end end Right before c4ListS[i]:GibThis() Replace 50 with the distance for acceration, and 2 with the speed multiplyer. EDIT: I forgot it's run on list entries. Oh, btw: # Make all particles gib during explosion, so no filler is left post explosion. Is a bad idea because having lua on that many particles causes lag.
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Fri Jun 19, 2009 6:27 am |
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Arnkh
Joined: Sun Nov 16, 2008 6:04 am Posts: 29
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Re: C4 Plastic Explosive Sprayer and Detonator
Yay, explosives! Could you couple the detonator with binoculars or something, so it would be possible to watch stuff go boom from afar?
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Fri Jun 19, 2009 6:52 am |
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hearty0
Joined: Thu Aug 23, 2007 6:22 am Posts: 56
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Re: C4 Plastic Explosive Sprayer and Detonator
This is really fun, but laggy. I don't like I've stated many times know how to mod really, but I think that setting the flames lifetime to one second would remove the majority of the long term lag, and keep that nice punch flames give an explosion. Off TopicThe more I look into the code the more I realize that good mods are nothing short of the equivalent of the wire mod for Garry's Mod. <- Stages of my code surfing
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Fri Jun 19, 2009 7:26 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: C4 Plastic Explosive Sprayer and Detonator
Code: (p.Pos.X - c4ListS[i].Pos).Magniture is much neater than all the pythagoras stuff. make it so it requires a detonator to set off. much cooler.
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Fri Jun 19, 2009 10:30 am |
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TeeKoo
Joined: Sat Dec 27, 2008 5:18 pm Posts: 44 Location: Finland
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Re: C4 Plastic Explosive Sprayer and Detonator
Took away Ground Flames and lag was reduced by A LOT. The explosion didnt suffer at all, and now you can basically put as much as you want.
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Fri Jun 19, 2009 11:43 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: C4 Plastic Explosive Sprayer and Detonator
Geti wrote: make it so it requires a detonator to set off. much cooler. Watch the .gif in the OP. He switches to the detonator to detonate the C4.
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Fri Jun 19, 2009 1:12 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: C4 Plastic Explosive Sprayer and Detonator
Well ♥♥♥♥, this is actually pretty neat. People are saying take the napalm-y effect out, and I agree with this.
Alternatively, also make an intentionally napalm-y one.
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Fri Jun 19, 2009 5:12 pm |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: C4 Plastic Explosive Sprayer and Detonator
mail2345 wrote: Code: for p in MovableMan.Particles do if math.sqrt( (p.Pos.X - c4ListS[i].Pos.X) ^ 2 + (p.Pos.Y - c4ListS[i].Pos.Y) ^ 2) < 50 then p.Vel = Vector(p.Vel.X * 2, p.Vel.Y *2) end end Right before c4ListS[i]:GibThis() Geti wrote: Code: (p.Pos.X - c4ListS[i].Pos).Magniture is much neater than all the pythagoras stuff. Since I am not sure which bits of mail2345's code that is replacing, I am going to try the one with all the pythagoras stuff first. Geti wrote: make it so it requires a detonator to set off. much cooler. Not going to remove the detonators, though I may upgrade them or add additional types of detonators Arnkh wrote: Could you couple the detonator with binoculars or something, so it would be possible to watch stuff go boom from afar? The code would be easy for that, just up the SharpLength. I am not sure my spriting or offsetting skills are up to the task of. Anyone know if it is doable to have the detonator in one hand and a viewing scope/binoculars in the off hand? mail2345 wrote: Oh, btw: # Make all particles gib during explosion, so no filler is left post explosion.
Is a bad idea because having lua on that many particles causes lag. I am working on adding to the lua for the C4 Spray a check that finds all C4 Spray Filler in a small radius and then gibbing it. Borrowing from Darlos9D's PDShishi it currently looks like Code: function Destroy(self) for particle in MovableMan.Particles do if particle.PresetName == "C4 Spray Filler" or particle.PresetName == "Active C4 Spray Filler" then local avgx = particle.Pos.X - self.Pos.X; local avgy = particle.Pos.Y - self.Pos.Y; local dist = math.sqrt(avgx ^ 2 + avgy ^ 2); if dist <= 10 then particle:GibThis() end end end end
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Fri Jun 19, 2009 5:53 pm |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: C4 Plastic Explosive Sprayer and Detonator
Asatruer wrote: Anyone know if it is doable to have the detonator in one hand and a viewing scope/binoculars in the off hand? I don't think so, Although I have never Tested it. Also, Looks cool, You got my download.
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Fri Jun 19, 2009 7:09 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: C4 Plastic Explosive Sprayer and Detonator
Destroy functions can be glitchy. Try replace my code with this(icludes my old code without the pygothorias stuf. Code: for p in MovableMan.Particles do if p.PresetName == "C4 Spray Filler" or p.PresetName == "Active C4 Spray Filler" then p.Lifetime = 0 elseif (c4ListS[i].Pos - p.Pos).Magniture < 50 then p.Vel = Vector(p.Vel.X * 2, p.Vel.Y *2) end end
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Fri Jun 19, 2009 7:35 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: C4 Plastic Explosive Sprayer and Detonator
Siric wrote: Asatruer wrote: Anyone know if it is doable to have the detonator in one hand and a viewing scope/binoculars in the off hand? I don't think so, Although I have never Tested it. Also, Looks cool, You got my download. Alternatively you could just make the detonator a pair of binoculars, in which case you kill two birds with one stone (for only 1oz!).
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Sat Jun 20, 2009 1:07 am |
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dracura
Joined: Mon May 12, 2008 8:44 pm Posts: 65
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Re: C4 Plastic Explosive Sprayer and Detonator
Definitely make it like the foam sprayer for Coalition, with sticky particles. Door breaching has never been more fun!
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Sat Jun 20, 2009 1:54 am |
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