• Stargate ring transporters
    617 replies, posted
[img]http://xs120.xs.to/xs120/07431/rings.png[/img] Ring transporter, based off the ones seen in Stargate. [B]Features:[/B] - Sounds - Dialling - Can penetrate props - Can teleport pretty much anything - Rings are entirely lua controlled - Can extend rings far (as in series on transport ships etc) - Will not teleport props constrained to it, or props constrained to those, etc. - Looks cool - Two-way [B]Configuration:[/B] - In your console, you can set ring_players_only (default 0) to 1 to allow only players to pass through. - In ring_base/init.lua there is a table called protected_entities which allows you to add classes which are exempt from teleportation. It's recommended you do not edit this unless you know what you're doing. [B]Usage:[/B] - Spawn two or more ring transporter base entities from your SENT menu - If you want, press USE on the bases to name them - Spawn a control panel and touch it to a base - Press E on the control panel - this will bring up a menu for dialling. [img]http://xs219.xs.to/xs219/07373/ss.jpg[/img] - Transporter will then link with the defined transporter and begin the sequence [B]Installation:[/B] - Extract to your garrysmod/addons folder. [B]Credit:[/B] - Thanks to Zup for the models - these are very well made. - Thanks to Flyboi for getting me the ring sounds. [B]Download:[/B] [url=http://www.meteornet.net/svndump/][img]http://xs123.xs.to/xs123/08033/downloadpimpage535.png[/img][/url] ([url]http://www.meteornet.net/svndump/[/url]) The zips here are [B]always[/B] the latest version!
Sex.
If only I was near a computer that could handle playing HL2... This looks awesome. All it needs are new models and it will be the perfect SENT to go with the stargate SENT.
[QUOTE=chilapox3]If only I was near a computer that could handle playing HL2... This looks awesome. All it needs are new models and it will be the perfect SENT to go with the stargate SENT.[/QUOTE] What do you mean new models, I did them. The textures on them are shitty but if anyone can do better I'll add them.
By new models I mean Stargate models. Your models are fine, just they arent stargate style models, so they don't look as cool.
These are SEX.
There's already a stargate thing being done, sorry.
[QUOTE=Spuzz]There's already a stargate thing being done, sorry.[/QUOTE] This man is a genius.
Sorry, I didn't stop to see what yours were. This looks pretty awesome.
add wire input to start teleportacion and you will be lua king
[QUOTE=wojbie]add wire input to start teleportacion and you will be lua king[/QUOTE] I don't like wire mod because it shits on my server and so I can't test anything, go ahead and make it yourself though.
Does this stool have the bad ass woosh sound it makes in SG1?
New version version out which has less buggy teleportation and supports having the bases at any angle, something which was annoying me.
would it be possible of instead of having to touch them, it just teleports to closest one?
Nice... I thought this was a ripoff of avons but I was wrong.
[QUOTE=Tk1138]would it be possible of instead of having to touch them, it just teleports to closest one?[/QUOTE] Going to add that next time I update, not entirely sure how I should handle it though, as sometimes it is more appropriate to choose the destination beforehand. I know in the series it teleports to the closest, I might do a toggle of some kind.
I bug , sometimes you haven to teleport soemthign twice for it to move, and it does work on player. [b]Edit:[/b] I love the effect you sued for the things, you could use that ina startrek type transporter. [b]Edit:[/b] are you planning on making it multi teleport (as in more thing son the plat form they don't get stuck together)
[QUOTE=Tk1138]I bug , sometimes you haven to teleport soemthign twice for it to move, and it does work on player. [b]Edit:[/b] I love the effect you sued for the things, you could use that ina startrek type transporter. [b]Edit:[/b] are you planning on making it multi teleport (as in more thing son the plat form they don't get stuck together)[/QUOTE] 1) Can't reproduce this, may have been a one off. 2) Quite possibly. 3) No, this isn't on my todo list.
Haha cool it works on grenades, but not slams, it also does not transport rag dolls.
Any Mirrors?
Erm and the link to the dl? ::v:
-does it transfer velocities -does it transfer sents and props? -what's the difference between this and studentloon's thing if you don't count the model and animation? I think I like the stargate better...
How would it tranfer velocity? It can only transport things that stay on the transporter platform, so why would it need to transfer velocity? and it can transfer props... not sure about SENTs, I haven't tried that yet. This isn't supposed to be like the stargate, don't try to compare them.
[QUOTE=FPtje]-does it transfer velocities -does it transfer sents and props? -what's the difference between this and studentloon's thing if you don't count the model and animation? I think I like the stargate better...[/QUOTE] - Transports airboats, jeeps appear to spring back weirdly. - Yes. - This isn't supposed to mimic a statgate/portal, it is a "proper" teleporter. I'm going to get to work on a version which lets you choose between nearest and assigned destinations. [b]Edit:[/b] New version released, see top. Less buggy teleportaion (no more getting stuck in it etc) and teleporting to nearest pad instead of assigned (option).
Really interesting. And for the vehicle transportation: Watch my code in the StarGate SENT. There is a workaround to avoid the Jeep spinning around like hell. [lua]local ph = e:GetPhysicsObject(); local ma = ph:GetMass(); -- ######### Special Teleport -- Fix, so the vehicle doesnt freaks out ph:EnableMotion(false) -- Freeze car e:SetSolid(0); -- Make it non-solid e:SetPos(new_pos); -- Teleport NOW e:SetAngles(new_angles); -- Set Angle NOW timer.Create("vehicle_solid_"..e:EntIndex(),0.05,1,e.SetSolid,e,6); -- Reapply solid after some time timer.Create("vehicle_motion_"..e:EntIndex(),0.05,1,ph.EnableMotion,ph,true); -- Reapply motion some time[/lua] The trick is, to freeze the vehicle and teleport it. This alone won't help. When you use vehicle:SetPos() on a car, it doesn't changes it's position, it only "moves" the vehicle very fast to this position, which makes the car freaking out. Freezing it compensates this. Furthermore, making it "non-solid" helps, to teleport or better "move" the car threw walls which might be in it's way. Took me two days to figure this out.
Truly impressive.
Is there any way you could make an additional one that has a smaller pad that could fit inside, for example, a cargo container (the big red ones) and NOT teleport the cargo crate, but the object on the smaller pad? I tried to put one inside of a ship I built, and when I activated it, my ship (in its entireaty) tried to teleport itself, but since the pad was welded inside, it spazzed and crashed the server. A smaller pad would help fix that. By all means though, leave the large one in there. I was just wondering if you could make one that was a tad smaller. Other than that, this is amazing. I love the teleporting effects and the ring thingies.
[QUOTE=Cheeso]Is there any way you could make an additional one that has a smaller pad that could fit inside, for example, a cargo container (the big red ones) and NOT teleport the cargo crate, but the object on the smaller pad? I tried to put one inside of a ship I built, and when I activated it, my ship (in its entireaty) tried to teleport itself, but since the pad was welded inside, it spazzed and crashed the server. A smaller pad would help fix that. By all means though, leave the large one in there. I was just wondering if you could make one that was a tad smaller. Other than that, this is amazing. I love the teleporting effects and the ring thingies.[/QUOTE] Thanks, I have a plan for this but I'm not sure how to implement it yet. For now, remember only things inside the ring radius (should) be teleported, so you can build chambers for it. It can also be upside down. Knowing that, it becomes easier to construct bases/ships with a ring transporter (for me anyway, haven't had any issues with my whole base teleporting :x).
[QUOTE=aVoN]Really interesting. And for the vehicle transportation: Watch my code in the StarGate SENT. There is a workaround to avoid the Jeep spinning around like hell. [lua]local ph = e:GetPhysicsObject(); local ma = ph:GetMass(); -- ######### Special Teleport -- Fix, so the vehicle doesnt freaks out ph:EnableMotion(false) -- Freeze car e:SetSolid(0); -- Make it non-solid e:SetPos(new_pos); -- Teleport NOW e:SetAngles(new_angles); -- Set Angle NOW timer.Create("vehicle_solid_"..e:EntIndex(),0.05,1,e.SetSolid,e,6); -- Reapply solid after some time timer.Create("vehicle_motion_"..e:EntIndex(),0.05,1,ph.EnableMotion,ph,true); -- Reapply motion some time[/lua] The trick is, to freeze the vehicle and teleport it. This alone won't help. When you use vehicle:SetPos() on a car, it doesn't changes it's position, it only "moves" the vehicle very fast to this position, which makes the car freaking out. Freezing it compensates this. Furthermore, making it "non-solid" helps, to teleport or better "move" the car threw walls which might be in it's way. Took me two days to figure this out.[/QUOTE] The vehicle issue comes from moving only 1 part of it, and the rest are still at the previous position. So move all of them at once. [lua] // transport us to the other one. local ent; for _, ent in pairs( teleportEnts ) do if( ent:GetMoveType() == MOVETYPE_VPHYSICS ) then // move each physobj. local bone; for bone = 0, ent:GetPhysicsObjectCount() - 1 do local phys = ent:GetPhysicsObjectNum( bone ); if( phys:IsValid() ) then // offset. local ofs = phys:GetPos() - self.Entity:GetPos(); // vel. local vel = phys:GetVelocity(); // move bone. phys:SetPos( self.Destination:GetPos() + ofs ); // set vel. phys:SetVelocity( vel ); end end end // calculate offset. local ofs = ent:GetPos() - self.Entity:GetPos(); // transport. ent:SetPos( self.Destination:GetPos() + ofs ); end[/lua]
All right, got it so it doesn't teleport things welded to it. I'll release this tomorrow as I'm off to bed now, feel free to drop suggestions.
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