[highlight]NOW SUPPORTS CPPI[/highlight]
In response to the Aperture Science Handheld Portal Device, Black Mesa has set out to create a Handheld Teleportation Device of their own. The result being the Displacer Cannon!
[IMG]https://dl.dropboxusercontent.com/u/14940709/imgs/Displacer%20Cannon%20GMod13%20Edition/BLACK%20MESA1.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/14940709/imgs/Displacer%20Cannon%20GMod13%20Edition/BLACK%20MESA2.jpg[/IMG]
[B][U]
Showcase and How to video:[/U][/B]
[video=youtube;-cnYFtX55R4]http://www.youtube.com/watch?v=-cnYFtX55R4[/video]
[B][U]Reviewed by the (in)famous VenturianTale himself![/U][/B]
[video=youtube;LRtGIX3AKIM]http://www.youtube.com/watch?v=LRtGIX3AKIM[/video]
NOTE: This was filmed while the Weapon was in Closed BETA. Any bugs in this video would have been fixed.
[B][U][url=http://steamcommunity.com/sharedfiles/filedetails/?id=159271441]CLICK HERE TO DOWNLOAD![/url][/U][/B]
Also included: Wiremod Portal Creators! You can create portals at any X,Y,Z coordinates!
[B][U]Q and A:[/U][/B]
[B]Q[/B] How do I reload? When I press R, it shows some weird settings menu!
[B]A[/B] I made a how-to video for a reason.
[B]Q[/B] Are there any admin settings?
[B]A[/B] Yes! type 'ARitzDD help' in console for details.
[B]Q[/B] (Something about) the portal explosion!
[B]A[/B] Type 'ARitzDD help' in console. There are settings that restrict effects of the explosion, or disable it all together.
[B]Q[/B] Does this thing have any sort of anti-teleport or prop-protection?
[B]A[/B] The Dispalcement Devices support any addon that uses CPPI! CPPI is a library used in most (if not all) prop protection addons. [i](It is worth noting that Falcon's Prop Protection is the only addon tested who's buddy system doesn't support CPPI. If you want your players to have teleportation buddies, it was recommended you switch to a more up-to-date addon.)[/i]
[B]Q[/B] My Admin settings aren't saved on game restart/reload!
[B]A[/B] 'ARitzDD save_settings' in console
[B]Q[/B] How do did you turn the Displacer Red like in the video?
[B]A[/B] The Displacer Turns red once the portal creation core is permanently destabilized you can do this (although Black Mesa is not responsible for what may happen to you if you do so) by overheating the Cannon.
[B]Q[/B] How can I tell if the Displacer Cannon is overheating?
[B]A[/B] The heat dial is on the left end of the Displacer.
[B]Q[/B] I have a bug to report! / I have a suggestion!
[B]A[/B] Post it here, or the comments section of the workshop article.
[B]Q[/B] Portalgun?
[B]A[/B] No.
[B]Q[/B] Why not?
[B]A[/B] Several Reasons:
[I]1.[/I] I like to come up with original inventions of my own.
[I]2.[/I] I do not want to work on something that has been done before. (Many many times....)
[I]3.[/I] I am literally in-capable of creating something that hasn´t come from my own mind. I NEED FREEDOM DO DESIGN WHAT I FUCKING WANT AND ADD/REMOVE FEATURES AS I PLEASE!
[B][U]TODO LIST:[/U][/B]
[code]
(:D) -- Will be on next update
(:d) -- Will be in a future update
(!) -- Priority
(?) -- Unconfirmed
(??) -- I thought I already fixed this.
(i) -- Idea, may or may not be worked on.
(...) -- Will be coming "Hopefully Next Week" (Valve Time)
--BUG FIXES--
*NeoTec Issues(...)
--FEATURES--
+Teleport out effect for ragdolls.(...)
ESTIMATED TIME FOR NEXT UPDATE: [UNKNOWN]
[/code]
[B][U]How to make your own addons work with the Displacement Rifts (Portals)[/U][/B]
To teleport an entity to any exit portal, use this function:
[code]
ARitzDD:DisplaceStuff([Entity you want to teleport],[exit portal])
-- THE SECOND ARGUMENT MUST BE AN EXIT PORTAL!
-- This function returns true if the item has been teleported, or false if it's an invalid entity or if the entity is prop-protected. For example:
if ARitzDD:RemovePortal(ent,exitportal) then
MsgN("Item ported!")
else
MsgN("Item is either invalid, or prop-protected")
end
-- Note: The prop-protected item WILL teleport if the owner of the exit portal is on (owner of item)'s buddy list.
[/code]
The portals use SteamIDs to link, to find an exit portal, you can use:
[code]
local steamid = [The steam ID of the player]
ents.FindByName(steamid.."s_portal_exit")
[/code]
To create a portal, use this function:
[code]
ARitzDD:CreatePortal(typeportal,steamid,pos)
-- typeportal should be either "enter" or "exit"
-- steamid should be a player's steamid
-- pos is the 3D vector where you spawn your portal
-- This function returns the entity. For example:
local exitportal = ARitzDD:CreatePortal("exit",self.Owner:SteamID(),Vector(0,0,0))
[/code]
To remove a portal, use this function:
[code]
ARitzDD:RemovePortal(typeportal,steamid)
-- typeportal must be either "enter" or "exit"
-- steamid should be a player's steamid
-- This function returns true if the portal has been removed, or false if no such portal existed in the first place. It also returns the closing portal entity if it existed For example:
local portalexisted,closingportal = ARitzDD:RemovePortal("exit",self.Owner:SteamID())
if portalexisted then
MsgN("Exit portal removed! ; It's position was "..tostring(closingportal:GetPos()))
else
MsgN("Exit portal wasn't removed because no such portal existed!")
end
[/code]
Don't want your entity to be Displaced? Then just do this
[code]
self.ARitzDDProtected = true
[/code]
It's that simple!
Looks awesome. Good job, I'll make sure to try it out.
However, you might want to change your download link to the workshop page rather than the youtube video. Just saying.
Just a heads up on probably a major bug, I decided to get crafty with the telportation bomb thing, ended up going near-point blank at it to see if I'd still teleport. The immense explosion literally forced my computer to reset, not before freezing the Garrys mod window and causing other general bugs.
First time this pc has actually forced reset over a game bug ever. Though while I had the addon is was fun to play with.
cool. can you work on a working portal gun?
[QUOTE=lambodriver2;41429214]cool. can you work on a working portal gun?[/QUOTE]
There already is one on the workshop. If you are talking about being able to look through the portal and see the other side, it's not possible in GMod.
[QUOTE=code_gs;41429259]There already is one on the workshop. If you are talking about being able to look through the portal and see the other side, it's not possible in GMod.[/QUOTE]
somebody did it before
It was possible in GMod 12 I believe, but so far in GMod 13, I've seen nothing of the sorts [sub][sub][sub]afaik[/sub][/sub][/sub]
This addon is simply gorgeous. Words cannot describe how epic this is. However, there is a slight problem. Are you overriding the PhysgunPickup hook? I have tested and with your addon the PhysgunPickup hook in my prop protection is not called, without it, it is.
I don't have any use for it, but I wanted to pop in and say this looks great, I'm loving the details, the particle effects and the simple although very cool looking swep.
Good job! :D
Light shedding on portal talk (don't talk about it any more, this thread is for praising LegoGuy for his work, not asking for something different).
Portals are possible to be made for seeing through. Moving through is a totally different matter. Blackops made the old famous portal gun. The unsolvable problem he met was trying to handle vertical movement through portals. The player becomes stuck in the world geometry.
The only way to have good portals in this game is for garry to get valve's OK, and his own desire, to merge with certain parts of Portal 2's engine branch. This appears to not be the case.
How did you vaporize yourself? I wanna know how you did a lot of this stuff.
Hello! I am currently posing from Spain as I am on vacation here. I´ll be here for about a week and I won´t be on the computer that often so I won´t be checking in much. The code for the Displacer is on my computer at home so I will not be working on any updates until a few days after I get back.
[QUOTE=kklouzal23;41435800]This addon is simply gorgeous. Words cannot describe how epic this is. However, there is a slight problem. Are you overriding the PhysgunPickup hook? I have tested and with your addon the PhysgunPickup hook in my prop protection is not called, without it, it is.[/QUOTE]
Well, I don´t have acces to the code right now. I don´t think I have overridden it, but added a hook. I may have done so on accident though. I only did that because... you can totally move rifts in space-time with a physics gun.
[QUOTE=Pigbear;41448990]How did you vaporize yourself? I wanna know how you did a lot of this stuff.[/QUOTE]
Use garry's [url=http://facepunch.com/showthread.php?t=1242185]gmad[/url] program, which is already included with gmod in garrysmod/bin, to look at the code.
[QUOTE=Bletotum;41455111]Use garry's [url=http://facepunch.com/showthread.php?t=1242185]gmad[/url] program, which is already included with gmod in garrysmod/bin, to look at the code.[/QUOTE]
No. I mean like what did he do to vaporize himself with the gun. Not the code for it.
I loved this in Gmod 12, great to see it's back and better than ever.
I think he just teleported. :O
The dial on the left side is the heat dial, keep using the displacer until it´s past the red.
please fix the physgun bug, it makes it so you can physgun anyones prop and physgun any person (renders FPP prop protection useless :suicide:)
because at the moment this is beating the portal gun, since you can see through the portals and the noclip bug makes it kinda useless, i really want to use this once this bug is fixed! :dance:
[QUOTE=silentkiller1;41481034]please fix the physgun bug, it makes it so you can physgun anyones prop and physgun any person (renders FPP prop protection useless :suicide:)
because at the moment this is beating the portal gun, since you can see through the portals and the noclip bug makes it kinda useless, i really want to use this once this bug is fixed! :dance:[/QUOTE]
Please for the love of god read the thread. Nobody likes someone who goes "video, watch. Download. Ignore rest thread".
[QUOTE=Pigbear;41481982]Please for the love of god read the thread. Nobody likes someone who goes "video, watch. Download. Ignore rest thread".[/QUOTE]
i did, just saying when will we expect a fix for that because its useless on servers until then unless you like people physgunning you all over the place (i mean no disrespect to author, very good addon indeed i love it)
I have already contacted the author about this, he is on vacation in spain until sometime late this week, early next week and does not have access to the code yet.
Guys, I made a todo list with an "ESTIMATED TIME FOR NEXT UPDATE:" thing in the OP for a reason.
Updated the Displacer Cannon! See the 'Change Notes' tab on the workshop page for details.
When you're back is it possible to implement velocity physics, like flinging.
[QUOTE=CastorofTroy;41560031]When you're back is it possible to implement velocity physics, like flinging.[/QUOTE]
Well, there is already velocity implemented. These portals are 3D based. If you go down, you will continue going down. If you put something forward through the portal with the Gravity gun, it will continue moving forward.
Added support for 3rd party addons, check OP for details!
Why arent there more people posting here? This addon is awesome!
That was a headache...
*ahem*
NOW SUPPORTS CPPI!
What does that mean? THE DISPLACER CANNON NOW WORKS WITH MOST PROP-PROTECTION ADDONS!
Amazing. Simply amazing. Gorgeous work!
sorry if this is a silly question but does this work ok with the Portal Gun by shadow?
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