GMod Final Smash/Smash Ball

Ok. A few hours ago, it became clear to me that I should make final smashes for GMod. I already have the smash ball almost done. Whoever breaks open the smash ball will get a randomly decided final smash weapon that im going to try and code. But im going to need some help.

I can get the ball to give the weapons… And i think i can make the weapons. But what i cant do is make it float around randomly, or give the glowy particle effect like in the game.

Im looking for people who can do a few things that i cant/dont know how to do:

1.Come up with ideas for final smashes (the ones in the game are obvious, but i need new ideas)
2.Make the smash ball float around randomly
3.If possible, make the player that broke open the smash ball glow& emit particles
4.When the smash ball is opened, the stage will darken.

I welcome all help and all ideas

Or you could spawn a Ball shaped object and then put a weapon inside it and add some hover balls to make it fly around.

Or you could, you know, not make a suggestion like that when you’re in the Lua Scripting section.

lol. So anyone going to help with this project?

Newbie questions is for asking how to get something done, not asking for someone to do something for you, if you want that then go to lua/requests.

This thread wasnt in newbie questions… Someone must have moved it.

Here is a general idea of what you want?

[lua]AddCSLuaFile (“cl_init.lua”)
AddCSLuaFile (“shared.lua”)
include (“shared.lua”)

function ENT:Initialize()
self.Entity:SetModel (“models/Gibs/HGIBS.mdl”)
self.Entity:PhysicsInit(SOLID_VPHYSICS)
self.Entity:SetMoveType(MOVETYPE_VPHYSICS)
self.Entity:SetSolid(SOLID_VPHYSICS)
self.PhysObj=self.Entity:GetPhysicsObject()
if(self.PhysObj:IsValid()) then
self.PhysObj:EnableGravity(false)
self.PhysObj:Wake()
end
self.Target = Vector(math.random(-1000,1000),math.random(-1000,1000),math.random(1000))
end

function ENT:SpawnFunction ( ply,tr )
if not tr.HitWorld then
return
end
local ent = ents.Create(“construct”)
ent:SetPos(tr.HitPos + Vector(0,0,50))
ent:Spawn()
return ent
end

function ENT:Think()
if (self.Target) then
local pos = self:GetPos()
local tpos = self.Target
local vec = (tpos - pos)
local ang = vec:Angle()
self:SetAngles(ang)
local vecnorm = vec:GetNormal()
local phys = self:GetPhysicsObject()
phys:AddAngleVelocity (phys:GetAngleVelocity()-1)
phys:SetVelocity(phys:GetVelocity() + Vector(0,0,2
math.cos(4*CurTime())))
phys:ApplyForceCenter(vecnorm * 250 * phys:GetMass())
if (vec:LengthSqr()< 10000) then
self.Target = Vector(math.random(-1000,1000),math.random(-1000,1000),math.random(1000))
end
end
end
[/lua]

Looks like it, yeah.

You can try using a gumball model from the rollercoasters section in gmod, then use a good transparent texture from your materials stool to change the gumball’s texture. I did that on my Gmod video here: www.youtube.com/watch?v=AsJs4BCTB1A