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(Official) Gravity Hull Designator - Localized Physics & Infinite Maps

Положительные голоса91%1 453 голосов игроков
Подписчики32,1 тыс.32 064 в Steam Workshop
Размер файла163,01 КБЗагрузка через Steam
Обновление автора9 янв. 2017 г.Дата обновления материала
(Official) Gravity Hull Designator - Localized Physics & Infinite Maps

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О материале

«(Official) Gravity Hull Designator - Localized Physics & Infinite Maps» — материал мастерской Garry’s Mod. Аддоны, карты, персонажи и инструменты для песочницы. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

** A massive disclaimer here: This is not supposed to work flawlessly. This is a proof-of-concept more than anything, and possibly a builder's tool. The amount of hax in this addon is astronomical, and to fix it for every possible addon confliction (which is a lot of addons) would be way more work that it would be worth. I'd recommend having this tool disabled if you're not planning on using it for a while, since it will probably cause problems.**

FAQ

Q: My contraption isn't working, it says it was designated but it isn't! A: Does it have walls or a ceiling? If not, you need to increase the Vertical Protrusion Factor.

Q: Does this work with spheres? A: Not in the way you're asking.

Q: Does this work with <> A: Maybe; depends on what the addon does. There may or may not be conflicts and there's a decent chance it won't work inside the hull, but lots of mods do. It's a matter of overriding the right things and I plan to fix as many of these as I can.

Q: I just want to fly a spaceship, I don't want people running around climbing walls like spiderman. A: They can't. The only way you can walk on a wall is by making a "ship" and rotating it so that its floor is on the wall (or designating the wall with hit surface defines floor checked)-- it's not just a "climb wherever you want" deal.

What this ISN'T:

• NOT a module, the mod is made entirely with lua and has no dependencies. • NOT a reimplementation of source physics, it's a complex illusion that involves a room in the middle of nowhere. • NOT a wall walking mod, though it can be used on something and then rotated 90 degrees so that down is now the wall. • NOT a spherical planet mod. "Down" inside the ship is defined as the orientation gravity was pulling when the tool was first used. Spawn a dumpster, shoot it, flip it upside-down, and you're on the ceiling. • NOT a way to stick to things. Again, down is only one direction internally and you cannot walk around the inside of a ring unless you make it out of multiple hulls, each with their own down. This might be made easier in the future. • NOT a map entity. We might make a map entity later on that allows the effect to be present, but for now it's just something you build with. • NOT a collision engine. This mod uses nothing more than source's built-in havok implementation, but it sure fools it a lot. Many shortcomings of havok are avoided by making it think something different is happening.

What this mod IS:

• a localized physics environment for any contraption, essentially behaving as if each hull was its own map. • a tool that anyone can use on any set of welded props that has a clear interior and exterior. • the first and only complete spazz protection for ships. Since the ghost doesn't move, entities inside cannot be thrown through the wall. NOTE: In the future there will be a slider to control how much entities are thrown around by motion, but it will be applied in a backwards manner (negative velocity to the props, not positive velocity to the ghost) to avoid wallclipping, so even a 0% dampener will still stop spazz deaths even though it will throw things around just as much as before. • a separate area with its own sense of "down." Gravity's internal direction is defined when you first designate your hull, and does not change relative to the ship's rotation. • a stabilizer for pretty much any vehicle you can think of. Boats are especially interesting with the tool applied, because you actually rock back and forth in the water. • linked with the outside world as seamlessly as possible (WIP)-- the physgun behaves properly for the most part, and you can toolgun entities on the outside while you're inside a hull, as well as press buttons/get in chairs. • an override of many built-in functions such as GetPos, so there is a chance that your favorite mod might work with it already without any changes. • a very convincing illusion. You're not actually in your ship, but it sure looks like you are. For this reason a lot of things (manhack lights for example) might render in the wrong place. But hey, a video game is just an illusion too, so who cares. • a simple change brought on by extremely non-simple code, that can revolutionize almost everything else that's already possible with the simple addition of walking in a moving object and gravity being affected by rotation.

TODO

• Add the ability for the effect to be (adv)duplicated. • Add the ability for the effect to be undone (Done!) • Work on making major mods work flawlessly with the mod, especially spacebuild. • Implement a dampening percentage slider so that values below 100% will allow some inertia through. • Implement a dampening threshold slider so that only velocity changes above the value will obey the above. • Fix parenting with Map Repeater. (Done!) • Fix adv dupe weirdness with Map Repeater.* • Fix thirdperson camera colliding with nonexistant brushes in Map Repeater • Fix NPC walking off a hull causing prop bouncing weirdness. • Add LOD for infinite maps to render distant cells. (Done!) • Extend cell keyvalues, such as space (Done!), spawning brushes if another brush spawned or didn't spawn, etc.

*Some advdupes work fine, others teleport themselves to cell 0 0 0. Not sure why currently. Visit the Facepunch Thread for more info! (Workshop desc limit is too small to fit everything in!)

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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