hmmm does it ignore any props its attached too? also, Does it repel objects? for instance missiles? :P
hmmm does it ignore any props its attached too? also, Does it repel objects? for instance missiles? :P
heh, this add-on can be a disaster if you have a server. I updated all my wire stuff and got this but never looked at it and someone was playing around and made a black hole.... At first I was LMAO at all the crap flying towards the center of the map then it crashed. Now I have it set to admin only. But now I have all kinds of fun with it. BTW is there any way you could get it to affect players?
Hmm, I guess I could add option for it to affect players as well. I also need to look in to making it ignore the props its attached to as it seems to be pretty unstable when you mount chips and what not to it.
I had a feeling it might be a little unwieldy on servers online, but I couldn't think of any good ways to limit the effects, any ideas?


Integrating PP support should be pretty easy. "Just" call the "PhysgunPickup" hook for every prop that is gonna be affected by the field, then PP can decide, if it may or not.
it should be
where "ent" is the "gonna-be-affected" entity, and "ply" must be set by the owner of the field. Most STools put the owner to "self.ply" (just as tip)Code:gamemode.Call("PhysgunPickup",ply,ent)
Nice addon, btw![]()
Needz moar Lua
Hmm That would definitely help in a server environment, although I'm not sure how this will effect things if I allow the fields to affect players, it wouldn't affect your props but you would get sucked into a vortex.
it does repel Combine Energy Spheres, which is fun, it also affects grenades, but I'm not entirely sure if it works well on missiles.
Last edited by AlgorithmX2; 09-15-2008 at 11:09 AM.
UWSVNed for those who didn't know![]()
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I'm currently working on the new version:
2 New Motion Fields: Wind (linear motion ) and Vortex ( circular motion )
3 New Effect Fields: Flame (ignites anything inside it), Crushing ( hurts anything inside it ), Electromagnetic ( disrupts wire components )
Support for Prop Protection
Can now Toggle Ignore Self.
Can now Toggle Affect Players.
The new version also effects NPC's and rockets and the like correctly.
Also the 2 new field types have a new input, Direction ( vector or not )
which controls the direction of force ( wind ), or the axis of the spin ( vortex ).
[ame="http://www.veoh.com/videos/v159086605xyWGPnH"]Vortex Preview[/ame]
I'm still not sure I want to add support for players, and if I do not sure what limits, and such to apply to it, obviously this can't be solved with prop protection, and if it does effect players its more likely it will be dangerous in on a server, and I want to do my best not to cause issues with running this in a shared environment.
I got the idea for the 2 new fields from Shandolum's suggestion of a tornado. I'd also like to thank Free Fall, Jat Goodwin, and cyberpunk for their suggestions, if any one has any other ideas let me know.
I did find one excellent use for the static field, if you crank up the Multiplier, and the distance, its a great way to slow small renegade creations, or similar, so you can either catch them or remove them.
Last edited by AlgorithmX2; 09-17-2008 at 12:05 AM. Reason: Updated New version details
Can you leave an option to allow the field to effect what is it welded to. I was using it as a nice gravity controller on a ship so I could land and reapply gravity.
Sure thing, I'll make it a spawn option.
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