• Quantum Welder Grenade (Weldball)
    84 replies, posted
Made from this request : [url]http://forums.facepunchstudios.com/showthread.php?t=456261[/url] [b]Updated, current version is 0.9[/b] This grenade sucks all nearby objects, players and NPCs, and welds them in a ball-shaped mass of props when it runs out of energy. The dead grenade will remain there, in the center of this big mass, and will detonate if it gets damaged, blowing the mass apart, and launching its props in all directions. You can detonate it using secondary fire too. [url=http://www.garrysmod.org/downloads/?a=view&id=27112][img]http://www.garrysmod.org/img/?t=dll&id=27112[/img][/url] I have taken the model from SMOD, which was originally used for a gravity grenade too. Video here, thanks to ryno5660. This video shows an old version of this SWEP. [media]http://youtube.com/watch?v=YcBQAWr_LL4[/media] No known bugs. Possible improvements : - Add a better explosion effect (some scripted effect coded by myself and not stolen from another one's SWEP...) - Temporarily removing physical properties from entities such as Bouncy Ball, that just don't stay in the gravity field because of their bounciness. Have fun. :)
It's released? Awesome beans, man! Downloading.
I was gonna do this but ya beat me too it - seems like you took your time with it though. What is that model? A scanner ball? And are those particle effects I see in the screenshots?
Yeah, I'm actually at 50% uploading a video to youtube (I literally JUST learned how to use source recorder, forgive me.)
[QUOTE=Feihc]I was gonna do this but ya beat me too it - seems like you took your time with it though. What is that model? A scanner ball? And are those particle effects I see in the screenshots?[/QUOTE] I have taken the model from the gravity grenade from SMOD. Yes, it looks like a combine scanner because it uses the combine scanner textures. You will notice that there is a "models" folder in the addon, but no "materials" folder. :v: [QUOTE=ryno5660]Yeah, I'm actually at 50% uploading a video to youtube (I literally JUST learned how to use source recorder, forgive me.)[/QUOTE] Oh, awesome, do you mind if I put it in my first post when it will be done ? I can't use Source Recorder correctly because I'm using a Steam emulator for school proxy reasons (but I have actually bought the game, no worries), and my laptop is so crappy that my framerate drops to 3 FPS when I'm using Fraps. Also, I don't know what special feature to add for a secondary fire. Any ideas ? :v:
Yeah sure, stick it in. [media]http://youtube.com/watch?v=YcBQAWr_LL4[/media] It's low quality, the video is twitchy (don't ask why) and the first 2 shots of the grenade went haywire. Still, that doesn't happen often. When it does it's fun.
Haha, awesome. I love the scanners part, it was funny how they all exploded at once. Also, it seems that headcrabs make nice and round balls with that weapon. :v:
Yeah, headcrab ball was a perfect one. And the scanners I found funny myself, I sat there shaiking off a blinding hit from one, they close in on me only to get dragged back and blown to bits. The indiidual parts like to orbit the ball too.
Oh, also, I've just opened your video in Youtube... Well it's _Kilburn with a single L, not two. :v: Funny how everyone is doing that mistake.
ah shit. Don't worry, I bet people don't have your name. [b]Edit:[/b] Oh, and a good alternate fire function could be grenade detonation? Or even better, the same thing but it doesn't remove the gravity.
You should make it explode on it's own after a few seconds of sucking things in.
It wouldn't be a [b]weld[/b]ball anymore, then...
How about secondary fire unwelds everything then throws them in all directions as fast as possible. Violent Unweld Attack :science:
[QUOTE=Tomb332]How about secondary fire unwelds everything then throws them in all directions as fast as possible. Violent Unweld Attack :science:[/QUOTE] Well, shooting on a dead weldball already does that, though it's not powerful enough. I will try to change the force. Or you can do it, just change the swep_weldball_blastforce console variable. :v:
I meant that it cycles through all ents connected to itself unwelds then apply an impulse of around 1000000 to it acting directly away from the nade. It's easy you throw one and it pulls everything in once it stops yanking everyone wonders over to try and workout what happened then Wham 6-10 phys_prop kills at once.
[QUOTE=Tomb332]I meant that it cycles through all ents connected to itself unwelds then apply an impulse of around 1000000 to it acting directly away from the nade.[/QUOTE] Well, look at the code, it's exactly what it does, except you have to shoot it so it happens. It's just not powerful enough, I will try 1000000. :v: Ok, I will modify it so you can detonate it using secondary fire, then. Or... maybe turn the props into "homing props" that will get random targets and chase them until they die, then turn back into normal props ?
Does this work with the GM beta?
That is pure mentality, a homing barrel. Nah, the extreme force would be enough. If it isn't racking up kills, change the properties to make it really bouncy. [b]Edit:[/b] Well all gm10 weapons I have come across don't...Try it.
_Kilburn for Lua God! This is great, and really well put together, console commands, everything.
The secondary fire, i think, should be a sticky version. Throw it on something (or someone :D), wait 5 secs and then it does the same thing as primary :D Edit: No, make what i just said the primary :D And the secondary: As soon as the ball hits the ground, it activates
Well that ruins it. How are you going to have a ball of props when it's stuck to a wall? Besides, that doesn't increase the efficincy at all.
Secondary fire should be roll, or secondary fire could be a grenade that sticks to a single prop, and lifts it? <3
This SWEP is hardcore. Keep up the good work! Suggestions for improvement: Nocollide all of the props with each other so that they don't spazz out (see [url]http://www.garrysmod.com/wiki/?title=Constraint.NoCollide)[/url]. Include the Refract_Ring vtf for those who don't have it (garry deleted it when he removed GMDM) if you want to use that effect. Scale the force applied to the objects' (and maybe the damage applied to) under Ent:Think() by FrameTime(). Otherwise the objects' motion will vary with the player's framerate in singleplayer (you don't want this). Example: [lua]physobj:AddVelocity(u * (self.G*(100000-physobj:GetMass())/(d^2))) -- Instead of this, do this: physobj:AddVelocity(FrameTime() * u * (self.G*(100000-physobj:GetMass())/(d^2))) -- nice and even[/lua] FrameTime(), as you might have guessed, just returns the total time since the last frame. It might look cooler if you use the "statue" effect on ragdolls when they are welded. Check the code for the statue tool in the GMOD .gcf under "gamemodes/sandbox/entities/weapons/gmod_tool/stools/statue.lua." Credit the person who made that model in your download archive somehow (just a text file somewhere in there should be sufficient). Other than that, I see no immediate flaws. Once again, :krad: SWEP.
Teta, god of scripted weaponry, has spoken.
Way to go stealing my avatar. I use that avatar once in awhile. Damn stealers . And yes I mean you ryno Ontopic I like this. Very awesome.
This is really cool! This plus harpoons, sawblades, or vending machines equals DEATH! Well, good job! Oh yeah, I'm back! :D
[QUOTE=_Kilburn]It wouldn't be a [b]weld[/b]ball anymore, then...[/QUOTE] Yeah, but that can cause lag.
Never mind my no-collide idea, the god already said it. I like the detonate for secondary fire idea also. Having to shoot it makes it less useful in a combat situation. By the way nice weapon, gold star for you!
THE GOD? Jesus, who came up with these names. They're fail. His title is simply; Glorious Overlord of Scripted Weapons and Grand Master of Awesomeness
I'm suprised noone had asked yet but, Where in gods name did you get that awesome Physics gun?
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