[QUOTE=isdevilis;14695742]meh no true physical thought put into it sorry but anyone can spend a bitch load of time making a bucket have a walking sequence while cheating by using applyforce but i know this sounds very harsh and ignorant but think about it applyforce is all its based off of it isnt even that pretty[/QUOTE]
See, this [i]is[/i] ignorant, simply because I've got vector thruster based systems that do the exact same thing. I can refit the first walker with vector thrusters and it wouldn't change a damn thing other than having a few more thrusters on it.
I honestly have no idea where you people get the idea that this system was "easy" to make. It seems that way because I designed it to be user friendly, but you shouldn't assume straightaway that the system allows pretty much anybody to make a mech.
It's disconcerting that the people that don't understand applyForce are bashing it so wholeheartedly. Aren't there some looms somewhere that you should be smashing?
pff applyforce come back and talk to me when you've spent hours agonizingly placing each and every thruster on a beautiful hand crafted mech and then we'll talk little luddite. you just dont appreciate the skill that goes into true fine mech crafting.
[QUOTE=Mr. Sharp;14704847]pff applyforce come back and talk to me when you've spent hours agonizingly placing each and every thruster on a beautiful hand crafted mech and then we'll talk little luddite. you just dont appreciate the skill that goes into true fine mech crafting.[/QUOTE]
[URL=http://img22.imageshack.us/my.php?image=gmbigcity0007.jpg][IMG]http://img22.imageshack.us/img22/924/gmbigcity0007.th.jpg[/IMG][/URL]
please don't make fun of sestze
Also, posting to say that I am definately not the only one who builds them this way. The long rocky road was helped by another guy Kaf, who is fucking awesome at everything he does.
applyforce more like applygay
Why does everyone in this thread have an account from 2005 but like 40 posts
Because they are awesome.
Anyone crying about applyforce is simply pissed off about being unable to use it themselves hth
[QUOTE=lazermaniac;14705604]Anyone crying about applyforce is simply pissed off about being unable to use it themselves hth[/QUOTE]
What?! I can use applyforce. And good too, becuase it's not hard.
[QUOTE=SilverHammer;14705556]Why does everyone in this thread have an account from 2005 but like 40 posts[/QUOTE]
Pro posting. Posting pros. Posting bros.
[QUOTE=RSahlgren;14705613]What?! I can use applyforce. And good too, becuase it's not hard.[/QUOTE]
you mad 'cause he stylin' on you.
GBS RAUS. all of them. much like your posting. unban gigs. semper games.
Also using applyForce to make a plate ram people to death != using applyForce to make something walk TRY AGAIN.
Is there and Advanced Duplication of this? I'd like to see this kind of thing with my own eyes first.
[QUOTE=Bigwig;14705475]applyforce more like applygay[/QUOTE]
No that's when you use it.
Seriously this is awesome and if you think it's so easy, YOU DO IT GO ON GO AND DO IT NOW FAILURES!
I've built mechs for over 2 years. And this is probably, one of THE best walking style's I have ever seen. No matter how he did it, he still did it, you guys are too blind to see that.
Just f*cking epic!
How does this "Applyforce" work?
I'm impressed.
[QUOTE=Sestze;14705624]Pro posting. Posting pros. Posting bros.
you mad 'cause he stylin' on you.
GBS RAUS. all of them. much like your posting. unban gigs. semper games.
Also using applyForce to make a plate ram people to death != using applyForce to make something walk TRY AGAIN.[/QUOTE]
[code]
@name Sax's Apply Force Turret
@inputs Vehicle:entity Activate
@outputs B2 P2 CameraPos:vector Camera:vector X Y Z
@persist P B R X2 Y A:vector A2:vector
interval(10)
entity():setMass(1000)
#Vector Calcs
R = entity():angles():roll()*2
RR = entity():angVel():roll()*2
B2 = entity():bearing(Vehicle:driver():aimPos())
B= (320*$B2 + 64*B2)*Activate
P2 = entity():elevation(Vehicle:driver():aimPos())
P = (320*$P2 + 64*P2)*Activate
PP = entity():angVel():pitch()
X2=200
Y=50
applyAngForce(ang(-P * X2,-B *X2 ,-R * X2- RR * Y))
A = entity():pos()
A2 = owner():aimPos()
CameraPos = A+vec(0,0,10)
Camera = A2-A
[/code]
But can you make a mech WALK?
[QUOTE=RSahlgren;14706359][code]
@name Sax's Apply Force Turret
@inputs Vehicle:entity Activate
@outputs B2 P2 CameraPos:vector Camera:vector X Y Z
@persist P B R X2 Y A:vector A2:vector
interval(10)
entity():setMass(1000)
#Vector Calcs
R = entity():angles():roll()*2
RR = entity():angVel():roll()*2
B2 = entity():bearing(Vehicle:driver():aimPos())
B= (320*$B2 + 64*B2)*Activate
P2 = entity():elevation(Vehicle:driver():aimPos())
P = (320*$P2 + 64*P2)*Activate
PP = entity():angVel():pitch()
X2=200
Y=50
applyAngForce(ang(-P * X2,-B *X2 ,-R * X2- RR * Y))
A = entity():pos()
A2 = owner():aimPos()
CameraPos = A+vec(0,0,10)
Camera = A2-A
[/code][/QUOTE]
Cute, you found the bearing() and elevation() commands. I use straight vector positions and I have an occlusion sphere to allow for a mech canopy and pinpoint aiming while being covered by armor.
What you're showing me there is what equates to a e1 delta turret. I hope you're proud.
edit: also, applyAngForce? Who uses that? applyOffsetForce allows for more finesse. Also I'm moving the entities not the chip so it can remain stationary and aaaaaaaaaaa why are you doing it so wrong jeet christ
[QUOTE=Sestze;14690535]Just for you
[MEDIA]http://www.youtube.com/watch?v=iET6tuGCunU[/MEDIA][/QUOTE]
Best mech movement I've ever seen. Outstanding! Thanks for the extra video.
[QUOTE=Sestze;14704541]...I honestly have no idea where you people get the idea that this system was "easy" to make...[/QUOTE]
Don't mind them Sestze, they seem to think low post count equals inexperience. I can see the work that's been put into it, and I can relate; it really is awesome.
[QUOTE=Sestze;14706723]Cute, you found the bearing() and elevation() commands. I use straight vector positions and I have an occlusion sphere to allow for a mech canopy and pinpoint aiming while being covered by armor.
What you're showing me there is what equates to a e1 delta turret. I hope you're proud.
edit: also, applyAngForce? Who uses that? applyOffsetForce allows for more finesse. Also I'm moving the entities not the chip so it can remain stationary and aaaaaaaaaaa why are you doing it so wrong jeet christ[/QUOTE]
If I would make such walking I would use angles, and apply angle force,.
[QUOTE=RSahlgren;14707090]If I would make such walking I would use angles, and apply angle force,.[/QUOTE]
I can show you the older mechs I made that tried to do that with Exp1 if you like, that was practically the first thing I tried to do.
Didn't end well.
-Cleanup Snip-
that mech is awesomely agile and fast 8D , I'm mighty impressed , hats off to you good sir
stupid e2 applyforce
noone is innovative anymore
they just apply force and take
the easy way out.
lol foxton you just cant use it :D
Foxton, this is more advance then you think. And Aura, this isn't easy shit, this is innovate use of applyforce.
:((
i know - he gave me a basic version of the walk script without mouse turning
Wire itself has kinda ruined the [I]old[/I] way of doing things in Gmod but it has ushered in the [I]new[/I] way of doing things. Personally the majority of wire is overcomplicated and turning the game into something only people with a major in being a tech head can play but still if you can manage to grasp the basics you can do things the same if not better than using the old way. Turret using Axis and thrusters = jerky, unreliable, unstable. Turret using wire hydraulics = smooth, efficient, solid.
[QUOTE=x Zero x;14722329]Wire itself has kinda ruined the [I]old[/I] way of doing things in Gmod but it has ushered in the [I]new[/I] way of doing things. Personally the majority of wire is overcomplicated and turning the game into something only people with a major in being a tech head can play but still if you can manage to grasp the basics you can do things the same if not better than using the old way. Turret using Axis and thrusters = jerky, unreliable, unstable. Turret using wire hydraulics = smooth, efficient, solid.[/QUOTE]
1: so what?
2: axis + thrustr can rape your hydraulics if you can use it right. lrn2wire
[QUOTE=x Zero x;14722329]Wire itself has kinda ruined the [I]old[/I] way of doing things in Gmod but it has ushered in the [I]new[/I] way of doing things. Personally the majority of wire is overcomplicated and turning the game into something only people with a major in being a tech head can play but still if you can manage to grasp the basics you can do things the same if not better than using the old way. Turret using Axis and thrusters = jerky, unreliable, unstable. Turret using wire hydraulics = smooth, efficient, solid.[/QUOTE]
When I first started building, I built stuff out of vanilla Gmod stools, then I found some more stools, then wire and used chips, then E1, then E2 -- it's a natural progression to do things better, it's human nature, and to know that its possible to do better than what you've got is what keeps this game going.
People are getting me wrong. I can wire, I'm pro wire. i was just stating for some people who were complaining about applyforce that Wire is the new way and that the old way is, while still good, not exactly up to par with wire.
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