A quick test of the vacuum system that we implemented. You can now flush people and objects out into space – you can even decompress a whole ship if you have the inclination.
Higher-resolution video available here (14mb, Xvid-encoded)
A quick test of the vacuum system that we implemented. You can now flush people and objects out into space – you can even decompress a whole ship if you have the inclination.
Higher-resolution video available here (14mb, Xvid-encoded)
It would be cool if when they exit the ship, you simulated the air in their bodies bursting its way out by having blood come out of their mouths, noses.. ears even.
can you say…
2001: a Source Odyssey?
This is not bad, needs a weapon/equip item called “Space Boots” or w/e so that people can put these on when they hear the siren and lights going off.
Yeah?
WoW that was amazing!!! OMG i couldn’t believe my eyes!!! but what’s with the radolls/npcs being squished by the vacuum of space? rly, watz up wit tat? you should make a random output where the gravity input on each body is randomly calculated out of a set of probabillities and then the objects will float and not be squished. very much like the scripted balls spawn in random colour, i have used that to my advantage in swep damage counts. you’d be amazed at what randomization can do!!!
oh and annother thing, the bodies floating, they have been nocolided and stopped of motion by the script. also, that could be stopped if you set an “if” function for when it hits a wall and stops, or if its still within a certain area, which if you go with area, maps will be required of a certain entity to calculate this, and a certain sized map that fits in that area. if the area is enormous and the map has very far boundaries of space texture brushes in the surroundings, and the starfield, then you can have a larger map. or, the entity can specify this using a get function in the script
like “get angles(p, y, r) then”
like “set radius(p(y(r))) return true end” or something like that.
well i just wonder when i will get a response.
oh yeah, and i just noticed, when you jump outside you will fall to the “bottom” of space hurtling to your death, am i not right?
Genius. You really need to ask Garry about joining his Development team… Really, This is going into my favorites. Does this affec the Combine Orbs? (How abusive would that be? Make a combine orb spawner, and open the airlock… Anything in the way will be INSTA RAPED)
OMFGWOW: the space-bound ragdolls all have their effective gravity set to zero when they cross the boundary between non-space and space. It’s just unfortunate that, in the video, a couple were affected prematurely.
As it stands, the space portion of the map is large enough that the ragdolls won’t hit the sides (and they’ll ultimately be made to disappear anyway).
Should you jump into space, you will indeed fall to the bottom. A small change will have you floating around as a zero-G corpse. It wasn’t implemented at the time of the video.
TomatoSoup: Andy, who did the Lua scripting, is already in Team Garry. I didn’t test the map with orbs (as it’s not HL2-related) but it certainly makes grenades very interesting to use…
I must know the name of that map i have been searching for a good space station map mabye for a comic that i may be thinking about the plans for.