[QUOTE=Kinkood][url=http://www.garrysmod.org/downloads/?a=view&id=3169][img]http://www.garrysmod.org/img/?t=dll&id=3169[/img][/url]
Creates an elastic constraint of a specified length from the selected object and when the bugbait is damaged or the numpad key is pressed it activates and moves along the rope until it reaches the object and ignites it.
I left the bugbait visible because it might be possible to lose track of the end of the fuse and not be able to damage it without knowing where it is.
Attempting to fulfill the request by Cambiker.[/QUOTE]
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Very good.
I don't get why for some people the elastic constraint changes length but for others it doesn't. For those of you it doesn't work for, are there any errors in the console?
EDIT: I may have found a problem that's causing it after playing with the code a bit. I'll release a fix once I get everything else I want to change done.
Add sparks, that would be nice :)
[QUOTE=MS-DOS4]It did not work. I was able to light the bugbait but it did not move down the rope or did anything else for that matter.[/QUOTE]
The same exact thing occured to me. It would light and remain in one spot.
I made a fuse using those explosive things once heres a video i did ages ago.
[url]http://www.youtube.com/watch?v=4zdnv1ctrCc[/url]
And cool STool.
Where do you extract it to?
add sparks.. and kurry extract it to garrysmod\gamemodes\sandbox\entities\weapons\gmod_tool\stools\
This is fun with explosives!
Changes:
Sparks instead of fire
Bugbait disappears after beginning to burn
Fuse attaches to the hit position on the object
timer.Create instead of timer.Simple
It's an addon now.
I'm having a problem, the fuse where the spark starts doesn't start to creep up. It just sparks in one place. I've had the same problem with the first version as well.
I believe it should activate a numpad key when it finishes burning down. Or allow users to select if they want it to activate a numpad key or just ignite when it's burnt.
That's a good idea SpaZmodius. I'll add that in next time I'm working on it. I was thinking of ways to activate what it's attached to but that seems even better.
I think I finally found what causes some problems with the fuse moving down the rope. If you happen to use the Advanced Copy Gun it causes the Elastic Constraint to return nil for the rope portion. The code then can't shorten the visual portion of the rope but the rope is actually longer than it looks. You can move it around like it were longer but the keyframerope will just stretch out. This might just be me, but when I remove the Advanced Copy Gun from the addon folder it works again.
Very nice. One of the first things I thought needed to be done. Good job.
It *seems* as it doesen't move the rope, but that's wrong. I tried it and i didn't understand why it didn't move. After waiting a while, i deleted it and tried again.
It's the settings you have to change. It has a very long fusetime and even the settings are weird to figure which one is right. The setting you *think* might be right might also be wrong. I managed to set it right after a while. It took some seconds, no moving bugbait, but it fused. Then the rope and bait disappeared and the thing ignited.
Works perfectly for me :)
[QUOTE=Diablodoc]It *seems* as it doesen't move the rope, but that's wrong. I tried it and i didn't understand why it didn't move. After waiting a while, i deleted it and tried again.
It's the settings you have to change. It has a very long fusetime and even the settings are weird to figure which one is right. The setting you *think* might be right might also be wrong. I managed to set it right after a while. It took some seconds, no moving bugbait, but it fused. Then the rope and bait disappeared and the thing ignited.[/QUOTE]
If you happen to have the advanced copy gun installed, it causes a problem with returning nil for keyframe ropes. The keyframe rope is only the visual portion of the elastic constraint that is created between the bugbait and the target so the rope does indeed get shorter as time goes on, but not visually. You can pull the bugbait away from the object to the length you specified and it works fine while the keyframe rope stretches out. I put a message in the original post about it [quote]Bugs:
"Hey, the rope doesn't move, it just sits there."[/quote]
I thought the descriptions for each setting described what each setting did very well, but here's an explanation that I'll add to the original post as well.
Key sets the key to press to ignite the fuse
Length determines the length of the fuse
Speed determines the distance per second it burns
Duration is the duration the target will burn for when the fuse burns all the way down
Constant, Damping, Relative Damping are all the same as an elastic constraint.
Rope width is the width of the rope
Material is the material of the rope
Ignite on Damage sets the fuse to start burning when the bugbait is damaged
nice work keep it up man
Wow nice idea and nice lua come in handy for many things thanks.
the bugbait won't ignite!!!
Nice bump dumbass.
Awesome STOOL. This could be used to create traps pretty well.
I like it :D
Holy shit bump!
Look at the fucking date before posting.
[QUOTE=asXas]Holy shit bump!
Look at the fucking date before posting.[/QUOTE]
I got it a while a go but i never posted so I decided I would :eng101: :D
Needs a keypad key that it will press when the fuse has burned.
[QUOTE=AZ.]Needs a keypad key that it will press when the fuse has burned.[/QUOTE]
Nice bump.
[QUOTE=JtMax]Nice bump.[/QUOTE]
Nice bump.
[QUOTE=cameleot]Nice bump.[/QUOTE]
Yea... Nice bump.
[b][highlight](User was banned for this post (Reason: Pointless Bump) [event] 97487 [/event])[/highlight][/b]
[QUOTE=joost1120]Yea... Nice bump.[/QUOTE]
What was the point of bumping a thread from 07 just for saying the original bump was a nice one o.O
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