Hey its me again. Im thinking about making a gravity generator... by far i got it to work but i dont like the method i use and thinking about using a math.Clamp reverse or Lerp reversing?
Here is my code:
ENT.Type = "anim"
ENT.Base = "base_gmodentity"
ENT.PrintName = "Generator: Gravity"
ENT.Category = "Generators"
ENT.Author = "Sodaki"
ENT.EntHealth = 20 --How much Health the thingy have (4 pistol shots)
function ENT:SetupDataTables()
self:NetworkVar("Float", 0, "EntHealth")
if SERVER then
self:NetworkVarNotify("EntHealth", self.OnHealthChanged)
end
end
function ENT:OnHealthChanged(name, old, new)
for k,v in ipairs (player.GetAll()) do
if(new >= 20) then
v:SetGravity(1)
elseif (new <= 10) then
v:SetGravity(.5)
end
end
end
function ENT:OnTakeDamage(dmg)
self:SetEntHealth( self:GetEntHealth() - dmg:GetDamage())
end
so you can see if the health is under equals 10 it changes the gravity by half.. for the players on the server..
but what i try is to make it more smooth so i mean he calcs the health and make it like the normal three sets..
for p.e.
health = gravity
100 = 1
1(maybe 0) = 0.1
and i guess i need a calc function or use lerp but idk the working of lerp..
or is there any better function that i can use?
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