UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Physics Launch a Player

broken avatar :(
Created 9 years ago
by nabaro
0 Members and 1 Guest are viewing this topic.
2,532 views
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 22 January 2014
Last active: 3 years ago
Posts
143
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
×
nabaro's Groups
nabaro's Contact & Social Linkschelseafan122099nabarogamerblast11
I am trying to fling a player using Physics Launch, but it does nothing. I'm not sure that I understand the parameters of Physics Launch fully. Here is the code:

Code Snippet
Plaintext
player PhysicsLaunch( player.origin, 20 );

Thanks in advance!
Marked as best answer by nabaro 9 years ago
broken avatar :(
×
broken avatar :(
Location: nlApeldoorn
Date Registered: 17 December 2013
Last active: 1 year ago
Posts
1,187
Respect
1,404Add +1
Forum Rank
Zombie Colossus
Primary Group
Community Scripter Elite
My Groups
More
My Contact & Social Links
More
Personal Quote
It aint much, if it aint Dutch
Signature
×
BluntStuffy's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Community Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
Oil Rig Beta Access
Oil Rig Beta Access
BluntStuffy's Contact & Social LinksBluntstuffy@BluntZombieBluntStuffyStuffyZombie
Code Snippet
Plaintext
PhysicsLaunch( contact_point, initial_force );

you need to specify the force as a vector though, so like:  ( x,y,z ) but this only works for script_models i think. Try using launch() or setvelocity().
Prob the last one will give the best result.

http://ugx-mods.com/script/#core.Entity.launch

http://ugx-mods.com/script/#core.Player.setVelocity
Last Edit: February 15, 2015, 01:15:51 pm by BluntStuffy
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 22 January 2014
Last active: 3 years ago
Posts
143
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
×
nabaro's Groups
nabaro's Contact & Social Linkschelseafan122099nabarogamerblast11
I'm still a bit unsure what a vector is. Let's say I set the vector to (50, 30, 10), will the launched object/person go to that point on the coordinate grid, or will they move 50 on the x axis, 30 on the y axis, and 10 on the z axis. Pretty much, is it a specific position or a distance relative from the player/object?
broken avatar :(
×
broken avatar :(
Location: nlApeldoorn
Date Registered: 17 December 2013
Last active: 1 year ago
Posts
1,187
Respect
1,404Add +1
Forum Rank
Zombie Colossus
Primary Group
Community Scripter Elite
My Groups
More
My Contact & Social Links
More
Personal Quote
It aint much, if it aint Dutch
×
BluntStuffy's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Community Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
Oil Rig Beta Access
Oil Rig Beta Access
BluntStuffy's Contact & Social LinksBluntstuffy@BluntZombieBluntStuffyStuffyZombie
vector's arent my strongest point either. it's the direction of the force applied ( ? i think ), it's def not the coordinate's. Look in the scripting reference for some functions you can use related to vector's, or ask someome who understands them, lol.
Last Edit: February 15, 2015, 03:10:14 pm by BluntStuffy
broken avatar :(
×
broken avatar :(
RadihaX
Location: caCanada
Date Registered: 2 September 2012
Last active: 3 years ago
Posts
978
Respect
Forum Rank
The Decider
Primary Group
Community Mapper Elite
My Groups
More
My Contact & Social Links
More
Signature
Overrun
Lockdown
Overrun (Black Ops Mod)
Snowglobe
Leviathan
Abandoned School
Ski Resort
Leviathan Redux
×
JBird632's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Community Mapper Elite Has shown excellence and experience in the area of custom mapping in the UGX-Mods community.
Community Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
JBird632's Contact & Social LinksJBird632JBird632JBird632JBird632JBird632Mapper
You might want to take into consideration the fact that you can't play the phsyicslaunch function on a player as it doesn't seem to do anything. The best way I have found (that is the way Treyarch made the flinger) was to link a player to a struct and physicslaunch the struct.
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 22 January 2014
Last active: 3 years ago
Posts
143
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
×
nabaro's Groups
nabaro's Contact & Social Linkschelseafan122099nabarogamerblast11
Thank you,

Code Snippet
Plaintext
setvelocity(x,y,z);

works!
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 14 September 2013
Last active: 4 years ago
Posts
1,895
Respect
Forum Rank
Zombie Destroyer
Primary Group
Community Scripter
My Groups
More
My Contact & Social Links
More
Personal Quote
BE ORIGINAL
Signature
×
MakeCents's Groups
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha

 
Loading ...