Gravity Gun

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killingblair
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Post by killingblair »

Heh, watch randy BAM, what the hell!?!? that slapped me across the face, it could be possable if it could a ceritn sector an sv_setgravity and what its aming at make it an archvile shot with no damage, but give the picked up thing falling damage
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Killo Zapit
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Post by Killo Zapit »

Well, if you constantly shoot a "LoreShot", you can kind of do a gravity gun pull effect, except that it will damage enemies. I tried subclassing it and setting damage to zero, but then it doesn’t work at all.
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Anakin S.
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Post by Anakin S. »

LoreShot's behavior must be hard coded, but it would be cool if it could be customized (thrust distance, damage, etc.). Can it be inherited in decorate?
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Chilvence
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Post by Chilvence »

Inheritance is actually pretty much unbreakable I would think. At least I havent seen anything myself that wouldn't work with it (it would have to be a very specific thing to break it)
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Enjay
 
 
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Post by Enjay »

Your Name Is wrote:Never thought of using those buzz saws before...
They're all over Ravensholme for that very reason as far as I can tell. In fact, one of the first scenes you come across is a bunch of head-crabbed guys cut in half and some saw blades lying around (and remember, this is shortly after you get the gravity gun). That scene has to be a clue as to what to use the saws for - no?
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Ixnatifual
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Post by Ixnatifual »

Yeah I noticed the Buzz Saws = Ammo sign immediately. Well done getting through that area without, though :D
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Your Name Is
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Post by Your Name Is »

I saw 'em and assumed they were a part of the background, I am at the antlions now.
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Ixnatifual
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Post by Ixnatifual »

You SAW 'em :D
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Darkon
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Post by Darkon »

theres aparently "A" harpoon hiding somewhere in the game which you can use as a projectile via the gravity gun

i somehow doubt a gravity gun on zdoom would be anywhere near as good as the one on hl2, infact it would probably seem so different it couldnt even be classed as a gravity gun and would probably raise alot more problems than solutions, i can imagine alot of new people comming on and saying stupid comments like *it doesnt work like that, it works like this* then proceed to tell you every single thing it can do on hl2 that obviously is impossible to do on zdoom
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MasterOFDeath
... in rememberance ...
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Post by MasterOFDeath »

Last thing we need is more noobs doing shit like that... remember Quake2OwnzYou?

"uhh isnt zdoom suposed to ad opengl support?"

*shudders*

That thread is permenantly embedded in my mind and the backs of my retinas forever.
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Enjay
 
 
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Post by Enjay »

Darkon wrote:i somehow doubt a gravity gun on zdoom would be anywhere near as good as the one on hl2...
I think the best you could hope for would be something a bit more like a "force pull" and maybe a "force push". i.e. you could drag targets towards you and maybe throw or push them away too, but the world physics simply isn't sophisticated enough so it would probably only work well on the flat. eg Imagine pulling a barrel off a high ledge - how do you transfer the no gravity flag to it - I don't think you could. So, it would move to the edge of the lege, then drop off and continue dragging across the floor to you. What would happen if there were obstacles on the floor etc etc...
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Your Name Is
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Post by Your Name Is »

Well, I DID use the barrels to BSU. Hey Enjay! That idea is actually good (what you just said) could you whip it up really fast? I think I could tinker with it to improve it, but even if it fell to the floor, that happens in HL2 sometimes, and the gun "drops" the object if it hits an obstacle.
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Enjay
 
 
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Post by Enjay »

No, I certainly couldn't whip it up - fast or otherwise :) I was just guessing at the kind of things that might be easily do-able within the confines of Doom physics, and what some of the limitations of the Doom physics for this might be. I have no idea how to implement such a thing.
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Your Name Is
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Post by Your Name Is »

Darn. That looked like it could've been a fun tool. Well, with decorate weapons, I might be able to use some sort of psuedo-archvile attack to at least "throw" stuff... Heh, I gotta try it!
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Chilvence
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Post by Chilvence »

Enjay wrote:I was just guessing at the kind of things that might be easily do-able within the confines of Doom physics, and what some of the limitations of the Doom physics for this might be.
Depending on how much work you want to put in, I'd say alot. You can easily work in a special case that would solve your barrel conundrum - just make sure the barrels position is controlled by your new code and skip the ordinary physics.

The problem is, Doom has no general solution, it's just cobbled together from what worked for people at the time. Extend it too much, and you get a mess - a functioning mess, but still a mess.
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