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		| JetlinerX   Senior Member
 
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			| Is this possile? 
 
				Hey all-
 I know you are all incredibly smart with this engine. After all, you practically made guns! xD So is the following scare, possible?
 
 A player hits an area, which causes an object to raise (preferably slowly) and hover there for a specific amount of time, then be launched away.  Is it possible, and HOW?!
 
 
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	| 04-15-2012, 04:30 AM |  |  
	
		| Statyk   Schrödinger's Mod
 
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			| RE: Is this possile? 
 
				I would have the model on a MoveObject and set the axis to Y to be scripted to move up, stop, then have it deactivate and activate the same model, new .ent set to be a normal Object (Grab), with AddPropForce/AddPropImpulse.
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	| 04-15-2012, 04:42 AM |  |  
	
		| Adrianis   Senior Member
 
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			| RE: Is this possile? 
 
				Check out this thread... http://www.frictionalgames.com/forum/thread-14448.html 
It may be simpler for what you want than what Statyk has suggested. You just need to get the values right for the amount of upward force, then after a set amount of time, stop applying a constant upward force and apply a very large amount of force in whatever direction you want. Hope that helps
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	| 04-15-2012, 05:49 PM |  |  
	
		| DRedshot   Senior Member
 
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			| RE: Is this possile? 
 
				Just for fun I thought I'd try to do this, I made this little script    void OnStart{
 AddEntityCollideCallback("Player" , "FlyArea" , "FlyNow" , false , 1);
 
 }
 
 void FlyNow(string &in asParent, string &in asChild, int alState) // Player hits area
 {
 SuperFlyScript("vase_1"); // Function to start flying
 }
 void SuperFlyScript(string &in asEntity){
 AddTimer(asEntity, 0.05f, "FloatUp");
 AddTimer(asEntity, 1.5f, "PushHard");
 }
 void FloatUp(string &in asEntity){ // Entity floats for 1.5s
 if(GetTimerTimeLeft(asEntity)!=0.0f){
 AddDebugMessage("FloatModeActivated!", true);
 AddPropImpulse(asEntity , 0.0f , 0.5f , 0.0f , "world");
 AddTimer(asEntity, 0.05f, "FloatUp");
 }
 }
 void PushHard(string &in asEntity){ // Entity is pushed away!
 AddDebugMessage("PushModeActivated!", true);
 AddPropForce(asEntity , 3000.0f , 1000.0f , 0.0f , "local");
 RemoveTimer(asEntity);
 }
You can even use different entities! SuperFlyScript(asEntity); 
(Heavy objects probably wont be affected, because only a small force is applied)
			
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	| 04-15-2012, 07:19 PM |  |  
	
		| palistov   Posting Freak
 
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			| RE: Is this possile? 
 
				AddPropForce is all you need....and a lot of patience.
 Make a looping function that runs every 0.0166f seconds. Every time the function runs, increase a local variable by a miniscule amount, and translate that variable into vertical force applied to the object. At a certain point, stop increasing the variable, and pause. After a certain amount of time, add a force to throw the object away and stop the timer which keeps it afloat.
 
 Good luck, and make sure you bring a soda or something while you test it out....slight miscalculations can cause your object to fly through a wall. Haha.
 
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	| 04-15-2012, 10:29 PM |  |  
	
		| Apjjm   Is easy to say
 
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			| RE: Is this possile? 
 
				You could also use a sticky area for the initial floating, then detatch the floating prop and apply a large impulse or force.
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	| 04-15-2012, 10:42 PM |  |  
	
		| palistov   Posting Freak
 
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			| RE: Is this possile? 
 
				Haha Apjjm's idea is actually quite clever. I can't remember off the top of my head what the function is, but there should be a variable to change the speed the object attaches in the properties of the sticky area.
			 
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	| 04-16-2012, 12:11 AM |  |  
	
		| nemesis567   Posting Freak
 
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			| RE: Is this possile? 
 
				Apjjm, if he did that it wouldn't be so dynamic.
 
  Today I dreamt the life I could live forever. You only know that when you feel it for you know not what you like until you've experienced it.
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	| 04-16-2012, 12:56 AM |  |  |