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Thread: Wire - Field Generator(s)

  1. #21
    Official Bastard of Wire Jat Goodwin's Avatar
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    Default Re: Wire - Field Generator(s)

    Wire Hurtfield seems like a good idea.
    Also don't worry about this mod you've made being dangerous to servers, I mean there is the Det cord, that is 100 times more destructive then this could ever be. On my server I just restrict items like this to respected.
    Ö͎̗̫̙̝̹͓̤̙́ͣͤ̈́̋̽̋͜f̺̦̠̻̜̼̮͓̖́̓̄̿̓̌̓̍̔f̵̳̻̜̹̤̱̊͒ͤ͌ ̅ͭͮ̾͟i̗͖̎͗̇ͯ̈̀̌̽c̯̮̉ͮ̾͟͡i̵̺̻̠̘̤̫͕ͯͭ̅͊ͤͦͧa̷͇̖̲ͥ͗ͪ̎ͤ ̽̾ͫl̶̈́̉̉͂̿̎ͯͥ̐҉̗͙̦̻̪ ̪̻͕̗̝͈̘͓ͬ̋̕͟B͚̲̍͢ā̸̪͔͖̟ͫͨ͜͝s͈͔͔͖͇͍̗͛ͯ̑̂͟t̮̤̬̩̅ͧ̎͑͗ ̃̕͟a̸̧̻̖̘̞̪̲͈͕̲͊ͭͪ͆̉r̯̩̮̬̥̤̗̙̃͌̑͊͢͞ď̠̦̲̥͢͡ ̵̶̢̱̲̺͈̘̳͕ͤͅo̯̞̙̦͖̪̽ͩ͊ͅf̵̦͈̣͙̰̎͋̿́ͅ ̛͕̹̫̰̱̾̓ͪ̌̽̊͘͡W̨̬̲̤̖̽̿͛ͨ͛̃̎͐̏i̛̼̳̝̺̝̭͙͋̑͑ͬ͠ṙ̼͔̪ͯͨͭ ̕e̸̗͕̰̒̃ͩͬ̾͆́ͅͅ

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  2. #22
    Wire Sofaking Squeakyneb's Avatar
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    Default Re: Wire - Field Generator(s)

    Would be useful if it didnt affect the props welded to it. the duplicator would have code in it to check for constraints. The repulser would make a kick ass forcefield, assuming it doesnt repulse the walls of the ship. Spacebuild will have a lot of fun with this.

    Heres a bottle of awsomesauce for you

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  3. #23
    Wire Noob Baaleos's Avatar
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    Smile Re: Wire - Field Generator(s)

    I like using these on my server, however, there is a slight incompatibility between the Static Field and the Fairy Addon that is on my server.


    The fairys use a combo of weightlessness (correct spelling?) and movement mode and solidtype SOLID_VPHYSICS. The method of movement seems to be
    PhysObj:ApplyForceCenter



    However, for some reason, after the static field has affected my fairy, the fairy gets tired or something.

    And when telling the fairy to 'wait here' the fairy instead of floating at the location, will instead float there, and slowly drift down to the ground as if she is dying.

    Would it be possible to code in some variable array, that will not be affected, and leave it there for admins to put entity types they don't want affected, or maybe someone knows what might be causing this issue, and help me code the fairys to compensate?

  4. #24
    Wire Noob Baaleos's Avatar
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    Default Re: Wire - Field Generator(s)

    Woah..
    Just saw the video for the vortex field.

    Looks UBER CLASS.

    Would anyone be able to lend me a hint as to what LUA and what function to edit in order to make certain entities immune to these field generators?

    Would it be a simple matter of adding
    if ENT:GetClass() == "gmod_fairy" then return end

    in the for each OBJECT in sphere statement?

  5. #25
    Wire Amateur AlgorithmX2's Avatar
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    Default Re: Wire - Field Generator(s)

    Unfortunately I've looked for a way to see if an item already has 'no gravity' applied to it, so it ends up removing 'no gravity' from things that use to have it before they were int he field.

    I've been trying to do a correct 'undo' when leaving the fields, but I haven't found any way to do this, there seem to be plenty of ways to change things, but not enough ways to test states and what changes were made, making it difficult to create temporary states.

    I've looked at the undo system, but it dosn't seem to be usable for something like this.

    If anyone has a good way to do this let me know.



    as for immunity, that should work.

  6. #26
    Wire Amateur AlgorithmX2's Avatar
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    Thumbs up Re: Wire - Field Generator(s)

    Ok, I'll probably be releasing the new version later on the 17th or the 18th, I got a few bugs to fix, and I want to do some a few more tests, but here's the new videos for the the Flame Field, and the Electromagnetic Field, I didn't do one for the Wind or Crushing Fields because, well they are boring unless by them selves.

    Well Here they are:
    [ame="http://www.veoh.com/videos/v15914803S9FfS2zy"]Electormagnetic Field[/ame]
    [ame="http://www.veoh.com/videos/v15914840DRp7wFZa"]Flame Field[/ame]

  7. #27
    Wire Amateur mansarde's Avatar
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    Thumbs down Re: Wire - Field Generator(s)

    Wow, the new effects look nice.
    And did I see it right, that the electromagnetic field even had an effect on the lamps?
    How exactly does this field influence the entities? Does it force random values into their wire inputs?
    I'm curious.^^

    And even the bolt catches fire... awesome. ^_^

    Oh, and it would be really nice if you would be able to implement that players are affected by the fields as well, especially the gravity field. That way we could create some sort of artificial gravity one can turn on and off. Maybe you can implement it as a toggle option to make fields affect players?
    I don't know how difficult it would be to do that, but it absolutely would raise the awesomness!

  8. #28
    Arc
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    Default Re: Wire - Field Generator(s)

    Wow, the electromagnetic field is awesome! Will have to limit this to admin only.
    Scott: You can gib a child with one stroke of the nanosword!
    Chris: That's because children have fewer hit points. They are inferior and weak.

  9. #29
    Wirererer Free Fall's Avatar
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    Default Re: Wire - Field Generator(s)

    Quote Originally Posted by mansarde View Post
    (...)Oh, and it would be really nice if you would be able to implement that players are affected by the fields as well, especially the gravity field. That way we could create some sort of artificial gravity one can turn on and off. Maybe you can implement it as a toggle option to make fields affect players?
    I don't know how difficult it would be to do that, but it absolutely would raise the awesomness!
    /agree

    With the attraction field you could even try to make an antigrav-elevator, sucking up the player^^

    but, electromagnetic field...... I tried to do something like that earlier (called that EMP then) and failed at it, due to the FindInSphere bug. But to see something like this work is cool
    Needz moar Lua

  10. #30
    Wire Amateur AlgorithmX2's Avatar
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    Default Re: Wire - Field Generator(s)

    Yes, The Electromagnetic field, does randomly induce values, but its from the original source, it takes the magnitude that you feed it, and then creates a random value -Mag to Mag, then adds that to the current value on the input. so if you have a small magnitude say 5, and a pixel at (128,128,128), it will just minor fluctuate.

    The other cool thing, is once it leaves range, it restores the previous values.

    That is the only field that doesn't affect players, but the other ones can, I'm still fighting with the static and the gravity fields tho. but everything else is working on the players, those are the bugs I need to fix. ^_^

    It took a long time to get the Flame field to not affect players, it was doing weird things like catching my 'view field' and all my weapons in my inventory on fire. which was killing me pretty instantly.

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