Unless all my plugins are shit (most likley are since the hdd crash ) now and unlabelled, does anyone have a bloc plugin that can change the force of a bloc?
Confused? Ok, I'll say grav lift then, how does one change the gravitational force of them? Atm its too powerful
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Technically its only me animating though
Perhaps try using one of the less powerful lifts, and use a series of them (stack them vertically, or along whatever your intended trajectory is) if one is not strong enough. You could make it look like a single grav lift by making all lifts after the first one invisible. I searched for the same information awhile back and never found anything. Might it be related to the lift effect, or are effects strictly visual? Maybe try messing with some of the parameters in Turk's effect tutorial and plugin. Or import a wimpy lift into your map, then compare values between the wimpy lift and the strong lift across different tag classes.
For another workaround, you could spawn a zero-damage, high-force exploding projectile every second or two through the netgame equipment. You'd have to "enforce" your desired trajectory with other objects, but only near the point of detonation. The biped's vertical velocity at the moment of detonation makes quite a difference in how far the biped will go, as I learned from my grappling hook. This is sounding less and less attractive as I think about it.
I hope it is in the phmo, but I don't see anything incriminating there. Please post if you figure this out.
neodos wrote:The force strengh is not in the bloc, it's on the phmo.
Thanks for that, happen to have a working phmo plugin that has the correct labelling? xzodia's site one isn't readable and my other ones just plain suck
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Technically its only me animating though
He probably means values that are as explonetials number, which are values set to floats but in fact are 2 shorts that's how i did the mainmenu map slot fix and how i am finding a lot of values, but that's nothing eh, it's just a noob thing that no one knew even the best modders, still nothing
funny thing is that ive been looking into that all day today and so far i got nothing. Oddly enough though i did find a bit that dissables the lift after one use.
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Yeah, I'm thinking you'll have to do some kind of workaround. I just thought of another one: you could try radically increasing the biped's weight. This only affects gameplay slightly. For example, when the biped weighs 50,000, you can shove the Warthog around, or move giant packing crates with ease, but other than that, jump height and even large falling heights are generally too short to notice the increased weight.
That sounds like the easiest workaround of the ones I've come up with.
turk645 wrote: funny thing is that ive been looking into that all day today and so far i got nothing. Oddly enough though i did find a bit that dissables the lift after one use.
Do you think you could make a one time portable catapult with that??