Gravity Ray & Halflife Grav Gun [Capwn]

Everything about HD, MD, and their mods.

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Excend
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by Excend » Tue Mar 10, 2009 1:31 am

It is not a piece of toast, it is CDs cooked by a toaster.
TaxiService wrote:Roses are red
Violets are blue
What a shitty thread
Fuck all of you.

Rofldonutburger
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by Rofldonutburger » Tue Mar 10, 2009 2:15 am

It's a CD Toaster :D
Dead. derp

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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by Devious » Tue Mar 10, 2009 5:26 am

The armaments which thunderstrike the walls
And monarchs tremble in their capitals.
The oak leviathans, whose huge ribs make
Of lord of thee, and arbiter of war;
Alike the Armada's pride, or spoils of Trafalgar.

Excend
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by Excend » Tue Mar 10, 2009 10:36 am

Image
TaxiService wrote:Roses are red
Violets are blue
What a shitty thread
Fuck all of you.

Smythe
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by Smythe » Wed Mar 11, 2009 12:25 am

XD (G)hosts wrote:Image
I ROFLd
Image

Noodle
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by Noodle » Wed Mar 11, 2009 5:19 am

>.<

It's only the logo for Toast titanium.

Rofldonutburger
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by Rofldonutburger » Wed Mar 11, 2009 2:29 pm

Not funny.
Dead. derp

draconic74
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by draconic74 » Wed Mar 11, 2009 3:23 pm

Congrats. You perfected what I was attempting when I made the hover mod. It was supposed to be a pull gun (and would have an option for push as well), but it didnt work and instead hovered objects. Which was also pretty cool, but totally useless. How did you end up finding that high speed projectiles would move things in this manner, anyway? I started off by researching the push/pull mod for PC and copying the weapon stats over. After massive tweaking, it was still just a hover-gun.

Anyway, if we add the hovergun into this map, we only need one more thing to make it awesomely complete.
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by Rofldonutburger » Wed Mar 11, 2009 4:18 pm

draconic74 wrote:Congrats. You perfected what I was attempting when I made the hover mod. It was supposed to be a pull gun (and would have an option for push as well), but it didnt work and instead hovered objects. Which was also pretty cool, but totally useless. How did you end up finding that high speed projectiles would move things in this manner, anyway? I started off by researching the push/pull mod for PC and copying the weapon stats over. After massive tweaking, it was still just a hover-gun.

Anyway, if we add the hovergun into this map, we only need one more thing to make it awesomely complete.
We already figured out how to make pull guns.
Dead. derp

draconic74
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by draconic74 » Thu Mar 12, 2009 12:19 am

Well, a long long time ago, in a galaxy very close to home, I attempted the same thing, which I think was a first for the Mac modding community. The PCs already had their gravity gun. What I ended up with is about 10 times more confusing. It dosnt push, it dosnt pull, it has an effect, and all it does is raise objects. How strange.

Anyway, there is one thing your gun is missing. Actually, there are a few. I took the liberty of making some changes which I will outline below:

-primary fire has infinite range (why cant I pull that warthog from blue to red?)
-secondary fire is added
-secondary fire will throw away objects around you (much like the passive area effect already on the gun)
-on direct hit, secondary fire have equal force to the AoE of firing the secondary fire
-meleeing the ground, scenery, or objects will result in a fast-flying superjump (the original intention was to be able to punch objects away, but it turned into the secondary fire)
-no fall damage or air deaths
I think that is it...

As you can see, I have recreated your gun to be more like the Zero Point Energy Field Manipulator, AKA the Gravity Gun. I also added a faster way to transport yourself and experiment with the map. For Science!

Later I might make a re-edit of the original mod and create the gun without that godawful annoying area effect. That means that weapons and vehicles near you will not fly away when you are shooting things. That is the one biggest complaint I have. Ugh... It will work the same as it does now. I would do it now, but I need to sleep and get up early tomorrow. If you are ok with me uploading these mods, I will do so tomorrow. Congrats again on the breakthrough.


EDIT: What? Nobody wants a functioning, extremely fun to use gravity gun? Your loss...
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Al Capwn
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by Al Capwn » Fri Mar 13, 2009 3:03 pm

draconic74 wrote:How did you end up finding that high speed projectiles would move things in this manner, anyway?
Trial and error. I think the whole idea was that the projectile moves so fast that it goes through the object, then the forces it towards you. A couple months ago, on my first attempt to make a mod like this, I put the speeds at some ridiculously high number. his caused it to act as a pull gun. For this one, I was just messing around with speeds, and hit on 5000 as the magic number for final velocity. A little tweaking and it worked fine.

draconic74 wrote:Well, a long long time ago, in a galaxy very close to home, I attempted the same thing, which I think was a first for the Mac modding community. The PCs already had their gravity gun. What I ended up with is about 10 times more confusing. It dosnt push, it dosnt pull, it has an effect, and all it does is raise objects. How strange.

Anyway, there is one thing your gun is missing. Actually, there are a few. I took the liberty of making some changes which I will outline below:

-primary fire has infinite range (why cant I pull that warthog from blue to red?)
-secondary fire is added
-secondary fire will throw away objects around you (much like the passive area effect already on the gun)
-on direct hit, secondary fire have equal force to the AoE of firing the secondary fire
-meleeing the ground, scenery, or objects will result in a fast-flying superjump (the original intention was to be able to punch objects away, but it turned into the secondary fire)
-no fall damage or air deaths
I think that is it...

As you can see, I have recreated your gun to be more like the Zero Point Energy Field Manipulator, AKA the Gravity Gun. I also added a faster way to transport yourself and experiment with the map. For Science!

Later I might make a re-edit of the original mod and create the gun without that godawful annoying area effect. That means that weapons and vehicles near you will not fly away when you are shooting things. That is the one biggest complaint I have. Ugh... It will work the same as it does now. I would do it now, but I need to sleep and get up early tomorrow. If you are ok with me uploading these mods, I will do so tomorrow. Congrats again on the breakthrough.


EDIT: What? Nobody wants a functioning, extremely fun to use gravity gun? Your loss...
lol, I'd love to see this version. It'd be really cool to see the secondary fire. I didn't put in infinite range because I wanted the range to match up with the firing effect, which got laggy as hell if it didn't fade out. I also didn't want to make the wep too noobish.
Rofldonutburger wrote:We already figured out how to make pull guns.
I haven't seen any pull gun mods, or any mention of pull gun mods. And back when I created my old grapple gun topic, nobody seemed to know how to make them.
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Smythe
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by Smythe » Fri Mar 13, 2009 3:21 pm

Al Capwn wrote:I haven't seen any pull gun mods, or any mention of pull gun mods. And back when I created my old grapple gun topic, nobody seemed to know how to make them.
I WAS THE FIRST TO MAKE A FUNCTIONING GRAVITY GUN THAT PULLS STUF TOWARDS YOU WHY WON'T ANYONE LISTEN!!!!!!
http://macgamingmods.com/forum/viewtopi ... 40&t=7109v
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Al Capwn
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by Al Capwn » Fri Mar 13, 2009 3:37 pm

Ah. lol.
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draconic74
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by draconic74 » Fri Mar 13, 2009 4:36 pm

olly12345 wrote:yeah thats the problem i cant remember how i did it :shock: :hammer: i am sure if you look in the file or if you just export it from the map it should be fine
and anyone who wants to use it can rip it from the map.

And thats why you weren't credited correctly. Also, you had no pics, stats, description, etc. Not a good thing for map promotion. Anyway, here are the two stable grav guns, one more on the original style and one more on the real GG style. Also, I never really got credited for the hover gun or the strange flying shotgun or the green train. All of which are, in my opinion, just as freakin awesome as this weapon but in their own way.

http://files.filefront.com/HD+Gravgunsz ... einfo.html

EDIT: DAM YOU CAPWN. You posted a reply before I did, and I went to play around with the guns a bit and came back 40 mins later and this is still not posted. The post review got me again...
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Al Capwn
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Re: Gravity Ray & Halflife Grav Gun [Capwn]

Post by Al Capwn » Fri Mar 13, 2009 4:59 pm

draconic74 wrote:EDIT: DAM YOU CAPWN. You posted a reply before I did, and I went to play around with the guns a bit and came back 40 mins later and this is still not posted. The post review got me again...
Ah. lol
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