CookieCuttah
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Okay since I haven't seen a thread like this I am going to start one, anyhow here I will give you every single thing I found on baloons this is a long post where I actually test everything myself, though if it doesn't work for you.. Sorry, tough luck.
Let's begin
My first experiment involves the basic function of baloons as a whole, basicly what my goal is to do is to make "air" breaks.
My procedure involves exploring commands that could possibly aid me in such a deal.
First I try it with a simple entity, Dr.Kleiner, I attach two baloons one to his head and one to his rear end ((Classic, I know)).
Then I put down ent_Setname jim on one and the other I call ent_setname bob. These are commands in console btw.
Okay next we are going to see what is possible for us to do so, I put down ent_fire jim disablemotion. Great it is a pivot now! So basicly one baloon floats while the other is in motion. Intersting...
So lets move kleiner around a bit and...Freeze the second one... Cool I have a spring like function! It functions as a catapult! So I have created what is a "slinky"((I asked for this in another thread)).
Alrighty, so basicly disable motion and enable motion let you set the baloons in place, well we could do that with the grav gun couldn't we? Well ofcoarse you could but it seems that the slinky effect doesn't work with just the gun... ((And I find the positioning more intersting)) Alright let's go on.
So many people have also asked, are the baloons popable? Theoreoticly, yes. Though lol, don't expect magical things here.
Anyhow, point at one of your baloons, and then open console, type in ent_fire jim break.
Voila it's broken! So what's the use of this? Well the constraint remains the same ((Just as if I had put it on disablemotion)) Except there is no baloon! So now you can make slinkies without even baloons! Great!
Well, that is not all this function does! Let's have some fun with it!
Okay, attach baloons to something heavy ((I used a bathtub)). Now for our own ease of use lets do this
bind "x" "ent_setname jim" Okay, now lets point at each baloon and tap x. ((Doesn't matter how many times you set the name)).
Now go back to the baloon shotgun, and find the baloon model of "Jim" ((If you can't find it just try each)) and press reload for the gun...
Okay they float up! Great what now? Okay now press reload again ((r by default)) Now when they are just 10 feet above the ground lets type in ent_fire jim break.
Woah! They break in mid air! Watermelon shower!
One note, if you have trouble setting names and such, put down ent_fire jim sleep 1. ((This will stop them, but will not permanently stop the motion)). As soon as you touch them again they will act the same, if that doesn't work type ent_fire jim awake 1.
Now wait a sec... You ask yourself, what if I want to put the baloons at a certain length and at a place... Well this is quite simple my friend... Let's try to attach baloons to an unatachable surface ((The ground for example)). Okay so it went off into the sky grab your gravgun and fish it out, now put it where you want it ((Such as under something)) Freeze it... And then manually tie it up ((You could also weld it if thats your cup of tea.))
So, wait a second...What if I alliase the stop motion and go motion? Wouldn't I get exactly what I would want ((Breaks?)) Well thereoticly not exactly, but why not have a try at it?
Now, what if we want to create a floating contraption? Heh! Well let's see.... (( I am on gm_construct so I reccomend you do this on it too)) Let's spawn something big enough to put a cannister or two on. Why not a bathtub? Okay good, lets see how that works! Now let's attach a cannister in the back, and a cannister on each side ((Make the one in the back stronger than the ones on the sides)).
Okay I assume you know how to alias cans, so I will only tell you how to do the back one...
Okay setname bek , simple enough. Now let's see ent_fire bek activate... Whee it goes, ent_Fire bek deactivate... It stops... great.
Now what if we want to have it respond to how we press keys? Let's try! alias "+bek" "ent_fire back activate" and alias "-bek" "ent_fire back deactivate". Now bind "u" "+bek"
Tap U...It goes forward... Okay that's cool.
Now do the same for the left and right.... So you have control over it.... Why not put front wheels? Okay make sure when you put wheels that the sides are opposite, so if you put left on one side put right on the other. ((or else your ghetto ride aint going anywhere)). You can have the wheels rotate light....It will be good for a take off.... Now lets attach a few baloons...Say... 3 in back and 3 in the front... Now I am going to use the ramp on gm_construct to try this out.... Let's alias our jim baloons... ent_fire jim disablemotion remember? Okay... How about alias "+jim" "ent_fire jim enablemotion" and alias "-jim" "ent_fire jim disablemotion" now... bind a key...And we have breaks! Cool! So basicly we can go break at any time during our descend.... What's the point? hell if I know... It's just fun. Real fun to drive!
One more note: ent_fire jim color ((Put something down)) I haven't gotten anything much except black, but you might find it useful.
Let's begin
My first experiment involves the basic function of baloons as a whole, basicly what my goal is to do is to make "air" breaks.
My procedure involves exploring commands that could possibly aid me in such a deal.
First I try it with a simple entity, Dr.Kleiner, I attach two baloons one to his head and one to his rear end ((Classic, I know)).
Then I put down ent_Setname jim on one and the other I call ent_setname bob. These are commands in console btw.
Okay next we are going to see what is possible for us to do so, I put down ent_fire jim disablemotion. Great it is a pivot now! So basicly one baloon floats while the other is in motion. Intersting...
So lets move kleiner around a bit and...Freeze the second one... Cool I have a spring like function! It functions as a catapult! So I have created what is a "slinky"((I asked for this in another thread)).
Alrighty, so basicly disable motion and enable motion let you set the baloons in place, well we could do that with the grav gun couldn't we? Well ofcoarse you could but it seems that the slinky effect doesn't work with just the gun... ((And I find the positioning more intersting)) Alright let's go on.
So many people have also asked, are the baloons popable? Theoreoticly, yes. Though lol, don't expect magical things here.
Anyhow, point at one of your baloons, and then open console, type in ent_fire jim break.
Voila it's broken! So what's the use of this? Well the constraint remains the same ((Just as if I had put it on disablemotion)) Except there is no baloon! So now you can make slinkies without even baloons! Great!
Well, that is not all this function does! Let's have some fun with it!
Okay, attach baloons to something heavy ((I used a bathtub)). Now for our own ease of use lets do this
bind "x" "ent_setname jim" Okay, now lets point at each baloon and tap x. ((Doesn't matter how many times you set the name)).
Now go back to the baloon shotgun, and find the baloon model of "Jim" ((If you can't find it just try each)) and press reload for the gun...
Okay they float up! Great what now? Okay now press reload again ((r by default)) Now when they are just 10 feet above the ground lets type in ent_fire jim break.
Woah! They break in mid air! Watermelon shower!
One note, if you have trouble setting names and such, put down ent_fire jim sleep 1. ((This will stop them, but will not permanently stop the motion)). As soon as you touch them again they will act the same, if that doesn't work type ent_fire jim awake 1.
Now wait a sec... You ask yourself, what if I want to put the baloons at a certain length and at a place... Well this is quite simple my friend... Let's try to attach baloons to an unatachable surface ((The ground for example)). Okay so it went off into the sky grab your gravgun and fish it out, now put it where you want it ((Such as under something)) Freeze it... And then manually tie it up ((You could also weld it if thats your cup of tea.))
So, wait a second...What if I alliase the stop motion and go motion? Wouldn't I get exactly what I would want ((Breaks?)) Well thereoticly not exactly, but why not have a try at it?
Now, what if we want to create a floating contraption? Heh! Well let's see.... (( I am on gm_construct so I reccomend you do this on it too)) Let's spawn something big enough to put a cannister or two on. Why not a bathtub? Okay good, lets see how that works! Now let's attach a cannister in the back, and a cannister on each side ((Make the one in the back stronger than the ones on the sides)).
Okay I assume you know how to alias cans, so I will only tell you how to do the back one...
Okay setname bek , simple enough. Now let's see ent_fire bek activate... Whee it goes, ent_Fire bek deactivate... It stops... great.
Now what if we want to have it respond to how we press keys? Let's try! alias "+bek" "ent_fire back activate" and alias "-bek" "ent_fire back deactivate". Now bind "u" "+bek"
Tap U...It goes forward... Okay that's cool.
Now do the same for the left and right.... So you have control over it.... Why not put front wheels? Okay make sure when you put wheels that the sides are opposite, so if you put left on one side put right on the other. ((or else your ghetto ride aint going anywhere)). You can have the wheels rotate light....It will be good for a take off.... Now lets attach a few baloons...Say... 3 in back and 3 in the front... Now I am going to use the ramp on gm_construct to try this out.... Let's alias our jim baloons... ent_fire jim disablemotion remember? Okay... How about alias "+jim" "ent_fire jim enablemotion" and alias "-jim" "ent_fire jim disablemotion" now... bind a key...And we have breaks! Cool! So basicly we can go break at any time during our descend.... What's the point? hell if I know... It's just fun. Real fun to drive!
One more note: ent_fire jim color ((Put something down)) I haven't gotten anything much except black, but you might find it useful.