I’m currently making a couple of sweps, and I’m trying to figure out how to pull entities in a radius to another entity at a gradually increasing force. Any ideas if this is possible?
Of course it’s possible, just apply some logic to the situation?
Find all entities within a radius of your entity: ents.GetAll() and entity1:GetPos():Distance(entity2:GetPos())
Find the direction of entity2 to entity1: local vec = entity2:GetPos():Sub(entity1:GetPos())
Normalize and then apply to the physics object: entity2:GetPhysicsObject():AddVelocity(vec:Normalize() * speed)