• Does someone have a copy of Constraint Remover?
    11 replies, posted
Since it no longer exists on the internet, and the only match according to Google is a 'All Constraint Remover' but doesn't have NoCollide support, I NEED to find a copy of Constraint Remover. If anyone still has a copy of it on CD or whatever and could send me it, I will be very grateful. FYI for anyone that doesn't know what I'm talking about, Constraint Remover is.. or was a stool that you can pick what constraint you want removed without removing the prop. And it's the only.. ONLY thing in Gmod history that truly removes a NoCollide constraint. Using Undo doesn't completely remove a NoCollide constraint. Only this does.. or did. NoCollide constraints cause alot of lag when used in numbers, especially in an AdvDupe file.
You're lucky. I thought i had deleted it but i still have the folder on my addons folder. It's just a lua file. Can you send me a PM with a email of yours so i can send it attached? Still, the file is so small (4kb) that i could even paste it here, but i'm afraid people could ban me for that. You never know Facepunch rules nowadays... Well, tell me what i should do to help you out. XD
Paste it here, you can't get banned :v:
Post it in here, please. If you have it, I need it.
Take up the contraint with toolgun and press R On the prop you want it away from.. Simple :v:
[QUOTE=soderholm13;21570865]Take up the contraint with toolgun and press R On the prop you want it away from.. Simple :v:[/QUOTE] I tried that. But I don't have my R key binded.
[QUOTE=soderholm13;21570865]Take up the contraint with toolgun and press R On the prop you want it away from.. Simple :v:[/QUOTE] Doesn't work for NoCollide. EDIT: I made a NoCollide remover tool :) SVN Link: [code]http://divranspack.googlecode.com/svn/trunk/%20divranspack/ or direct link: http://divranspack.googlecode.com/svn/trunk/%20divranspack/NoCollide%20Remover[/code] Edit: Use this tutorial if you don't already know how to use SVN: [url]http://www.facepunch.com/showthread.php?t=688324[/url]
Thanks much for the SVN. I will try the STool out tomorrow.
Well, there you go: Path: garrysmod/lua/weapons/gmod_tool/stools/all_constraints_remover.lua [lua] TOOL.Category = "Constraints" TOOL.Name = "All Constraints Remover" TOOL.Command = nil TOOL.ConfigName = "" if CLIENT then language.Add( "Tool_all_constraints_remover_name", "All Constraints Remover" ) language.Add( "Tool_all_constraints_remover_desc", "Removes the specified type of constraint from an entity" ) language.Add( "Tool_all_constraints_remover_0", "Left click on an entity to remove all constraints of selected type, right click to remove any type" ) language.Add( "Tool_all_constraints_type", "Constraint type:" ) end TOOL.ClientConVar[ "constraint_type" ] = "Weld" function TOOL:LeftClick( trace ) local constraint_type = self:GetClientInfo( "constraint_type" ) if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end // If there's no physics object then we can't remove constraints from it if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end constraint.RemoveConstraints( trace.Entity, constraint_type ) return true end function TOOL:RightClick( trace ) if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end // If there's no physics object then we can't remove constraints from it if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end constraint.RemoveConstraints( trace.Entity, "Weld" ) constraint.RemoveConstraints( trace.Entity, "Rope" ) constraint.RemoveConstraints( trace.Entity, "NoCollide" ) constraint.RemoveConstraints( trace.Entity, "AdvBallsocket" ) constraint.RemoveConstraints( trace.Entity, "Axis" ) constraint.RemoveConstraints( trace.Entity, "Ballsocket" ) constraint.RemoveConstraints( trace.Entity, "Elastic" ) constraint.RemoveConstraints( trace.Entity, "Hydraulic" ) constraint.RemoveConstraints( trace.Entity, "KeepUpright" ) constraint.RemoveConstraints( trace.Entity, "Muscle" ) constraint.RemoveConstraints( trace.Entity, "Pulley" ) constraint.RemoveConstraints( trace.Entity, "Winch" ) constraint.RemoveConstraints( trace.Entity, "Slider" ) return true end function TOOL.BuildCPanel( panel ) panel:AddControl( "Header", { Text = "#Tool_all_constraints_remover_name", Description = "#Tool_all_constraints_remover_desc" } ) panel:AddControl("ComboBox", { Label = "#Tool_all_constraints_type", MenuButton = "0", Options = { ["#Weld"] = { all_constraints_remover_constraint_type = "Weld" }, ["#Rope"] = { all_constraints_remover_constraint_type = "Rope" }, ["#NoCollide"] = { all_constraints_remover_constraint_type = "NoCollide" }, ["#AdvBallsocket"] = { all_constraints_remover_constraint_type = "AdvBallsocket" }, ["#Axis"] = { all_constraints_remover_constraint_type = "Axis" }, ["#Ballsocket"] = { all_constraints_remover_constraint_type = "Ballsocket" }, ["#Elastic"] = { all_constraints_remover_constraint_type = "Elastic" }, ["#Hydraulic"] = { all_constraints_remover_constraint_type = "Hydraulic" }, ["#KeepUpright"] = { all_constraints_remover_constraint_type = "Keepupright" }, //["#Motor"] = { all_constraints_remover_constraint_type = "Motor" }, // Doesn't remove (disables the motor, but keeps the axis) ["#Muscle"] = { all_constraints_remover_constraint_type = "Muscle" }, ["#Pulley"] = { all_constraints_remover_constraint_type = "Pulley" }, ["#Winch"] = { all_constraints_remover_constraint_type = "Winch" }, ["#Slider"] = { all_constraints_remover_constraint_type = "Slider" } } }) end [/lua] Still, i think the NoCollide remover is a better idea. Also, this may sound stupid, but you can rebind your R key for "reload" by going into the game options > keyboard
SilverBlade, that way of removing nocollides won't work. It's the way the NoCollide tool does it (with R). Plus, my tool can remove a specific constraint between two entities. That tool will only remove _ALL_ constraints of the selected type on the selected entity.
Yes, it seems you're right. Well, i tried. XD
I do have connas constraint remover somewhere.. which is broken though
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