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Thread: Super Ultra Pro Minge Missile 2000

  1. #11
    Wire Amateur sabreman's Avatar
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    Default Re: Super Ultra Pro Minge Missile 2000

    Unless your an admin you can't do that, because as we all know, apply force only works on your own props.
    As a matter of fact, they only way to stop it would be to stand far enough behind something, or to have a propcore shield. If you really want me to prove this to you and you don't feel like downloading it yourself, fell free to give me a server ip, and we can test it.

  2. #12
    Wirererer Warlock's Avatar
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    Default Re: Super Ultra Pro Minge Missile 2000

    I will make a video when I've woken up in about 12hours, the repulsion field would still work anyway as that doesn't care who owns the prop infact there is an option for it to NOT affect your props but only affect other peoples'


  3. #13
    Wire Amateur sabreman's Avatar
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    Default Re: Super Ultra Pro Minge Missile 2000

    The repulsion filed uses apply force correct? Well,, unless something ha changed with the wire svn and e2, applyforce only works on your own porps.

  4. #14
    Wirererer Riddler's Avatar
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    Default Re: Super Ultra Pro Minge Missile 2000

    I think we can all agree warlock has some self esteem issues, feeling the need to diminish others achievements to make himself feel smarter. Now setting that aside.

    I believe the repulsion field he is referring to is the wire-addon equilivent of the space-build Stargate shield. If it's the one I'm thinking of it is an entity and not E2 based and is therefore not bound by the PP restriction. However despite being an ass, he's correct in that your missile will get shot backward by it. This is because it takes the velocity etc of the item heading into it and apples roughly double that and more in the reverse direction.

    However, this is not a part of vanilla wiremod. It also makes his point irrelevant as it merely stops the missile entering the field it does not make the targeting system any less accurate. As soon as they leave, it will hit them. The repulsion field (assuming it is the one I'm thinking off) has a cap as well so depending on the E2 apply force cap you can overpower it.

  5. #15
    Wire Amateur sabreman's Avatar
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    Default Re: Super Ultra Pro Minge Missile 2000

    Oh ok, now I understand. Yea if it is an entity, then it will stop my missile. And speaking of the cap, my missile travels at top gmod speed and weighs 50k, would it be able to break through the field?

    Edit: in version 2 of this, I will probably upgrade it with prop core, no-colliding it with everything until it's within detonation distance and adding a setPos() element which will teleport it forward a set amount if it gets stuck.

  6. #16
    Wirererer Riddler's Avatar
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    Default Re: Super Ultra Pro Minge Missile 2000

    Sorry but I honestly don't remember the cap tbh.
    However I like the setPos idea it is a good one.

  7. #17
    Wire Amateur sabreman's Avatar
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    Default Re: Super Ultra Pro Minge Missile 2000

    Ok, so I'm almost done with version 2, Just wanna ask a couple things: First, should I start a new thread? Second, I 'm gonna add one or two commands and I was wondering if anyone would like a stealth command (which fires the missile with a predator like cloak and the tube trail), and Third, would you guys like a cam contorller hook up to get the whole flight from the missiles point of view?

  8. #18
    Spucatum Tauri Bull's Avatar
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    Default Re: Super Ultra Pro Minge Missile 2000

    Quote Originally Posted by sabreman View Post
    First, should I start a new thread?
    No.
    My signature has a point.
    Quote Originally Posted by Squeakyneb View Post
    when l3ulletje says do it, do it.
    That

    Quote Originally Posted by Anticept View Post
    By the way, Bull is in charge.

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