Scripts / Force Field to Repel Player

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OldFlak
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Posted: 25th Jul 2019 11:38 Edited at: 27th Jul 2019 04:42
Hi all
Thanks in advance for any input.
Of course all this will reveal a complete lack of coding skill on my part

Note:
Scripts and Models that I post in this thread can be used for Commercial and Non-Commercial purposes

My goal is to create a script for a Force-Field;
The scripts function would include:
1) The normal stuff any door has
---- Open
---- Close
---- Find key to activate if locked
2) When Closed - Push the player backwards if he gets too close to a Force-Field and hurt him a bit
3) 2 would then Generate a partical effect that mimics a ripple or something over the surface of the Force-Field

1) is doable easy enough using a standard door script as a basis
---- a code displayed on screen when entered by player would be better than a key I guess but yeah no idea on that one

2) My first hurdle is pushing the player back when he gets too close
I was hoping there would be a command like PushPlayerBack or the like that would just magically work out which way to push the player - we live in hope

The only command I can find is a ForcePlayer (angle,velocity)

Now this does just the trick of pushing the player when setting velocity to 3
But it always pushes the player in the same direction, so I guess the angle part is the key to making it work. But I have no idea how to get that info, in fact I doubt if it is even the right command\approach to achieve my goal.

Anyway here is a bit of code I have at present:



Anybody know if I be on the right track here, or have any idea how to accomplish this?

Maybe it all concerns those quaterions or whatever those things are that AmenMoses has mentioned before.

Thanks for any input.

Reliquia....
aka OldFlak
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AmenMoses
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Posted: 25th Jul 2019 15:52
The angle to push is just that, basically you want to push the player 'back' so the angle will be the opposite of the player Y angle.

So if the player Y angle is 0 you want to push at an angle of 180.

Been there, done that, got all the T-Shirts!
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OldFlak
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Posted: 26th Jul 2019 02:11 Edited at: 26th Jul 2019 02:15
@AmenMoses thanks for the info there - so obvious now

So this works pretty well to a point.


works fine if player walks straight into it and on most angles, but fails sometimes if player walks into it sideways, and of course always fails if player walks into it backwards.

Some fine tuning yet....

Reliquia....
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GubbyBlips
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Posted: 26th Jul 2019 04:05
"fails if player walks into it backwards."

eeehh, or succeeds to be a portal that can pull the player into a wormhole
into the unknown dimension! lol

Always check the forums (search)- sometimes you get lucky, cause I think
there's already one to enter a code to get in a door.

BTW, can't you get the angle from player to coordinates of force-field?
That way when you enter your trigger zone, doesn't matter if it's
sideways, backwards, or however. (Only if it's a 360 field)
In fact if you get the angle from the force-field to the player (instead of
the other way around), you can skip reversing the angle with the 180
degree trick.

Note; however if you want the force-field to simply push in a SET direction--
say "Due East" every time, ignore all of the above! Just set that angle.
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OldFlak
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Posted: 26th Jul 2019 04:17 Edited at: 26th Jul 2019 04:42
Getting somewhere now me thinks.

Found a thread where AmenMoses discusses the UtilLib he created, which has a function that can be used to determine if the player is looking at an object.

The part of script handling the Forec-Field now looks like this so far:



Seams to work OK for the most part. Probably not the best bit of code out there

Reliquia....
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OldFlak
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Posted: 26th Jul 2019 04:21 Edited at: 26th Jul 2019 09:32
@GubbyBlips thanks for input

Yeah, I just wish search was more useful. I find it can only accomplish a single word search, two words or more usually end in 'no results'.

Quote: "BTW, can't you get the angle from player to coordinates of force-field?
That way when you enter your trigger zone, doesn't matter if it's
sideways, backwards, or however. (Only if it's a 360 field)
In fact if you get the angle from the force-field to the player (instead of
the other way around), you can skip reversing the angle with the 180
degree trick."


Probably - but tis almost completely foreign to me, it has taken me a day just to work this bit out - lol

The Force-Fields are just a plane.

Red one repels and causes player harm when touched:


Blue one just repels player without harming him:


Reliquia....
aka OldFlak
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OldFlak
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Posted: 26th Jul 2019 06:23 Edited at: 27th Jul 2019 04:45
For those that might want to give it a whirl, and maybe help improve the scripts. Here be a couple of forcefield models and the current scripts in their entirety.

Models:
Blue Barrier


Red Barrier (I think this one is a bit too orange so may have to modify it when I get time)


You can use any texture you like for them.
Just make it a 512x512 dds. The _D needs to use transparency.
They are DNSI, since you can use other FX on them, but not on PBR.
While the provided textures include all DNSI files, you only really need DNI.
The model is cut in 4 sections that are placed on an angle in the UV and use the stock GG effect_scroll fx to animate them.
These textures just use a simple cloud effect done in photoshop.

Scripts
forcefield_blue: repels player away
forcefield_red : repels player away and hurts him a tad


Reliquia....
aka OldFlak
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PCS
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Posted: 26th Jul 2019 06:52
These models looks very nice.
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OldFlak
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Posted: 26th Jul 2019 07:05 Edited at: 26th Jul 2019 09:37
@PCS Thanks for the feedback

Reliquia....
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3com
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Posted: 26th Jul 2019 07:43
@ reliquia
Good idea, well done!
I wiil give a try next weekend.
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OldFlak
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Posted: 26th Jul 2019 08:03
@3com - thanks for feedback

Reliquia....
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smallg
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Posted: 26th Jul 2019 19:51 Edited at: 26th Jul 2019 19:52
nice
i would get the angle needed to rotate the door to the player then use that in the forceplayer command - as we're only dealing with the Y axis it's easy enough.

--add this to your main(e)


--add this below the main(e) function
lua guide for GG
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windows 10
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GubbyBlips
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Posted: 26th Jul 2019 20:11
Yeah, I'm sure AM has that angle code hidden in several places in
his utility scripts. I think I found it somewhere in smallg's scripts --
somewhere too! I could try to locate one of them, seems like turn
object to object would work.

Now, if you want to just have a door that faces a certain direction,
then the repelling force only needs to act in one direction, and the
direction of the player is not too important -- no?!

Well, you could qualify the location of the player from one side of the door
to the next, if that is your desire. let's say you approach the door from the
south, you could even walk backward into it, but at 'x' distance repel player
back to the south. I think north is 0 and south is 180 (probably, would need
some testing). Do this for each four cardinal directions, and 4 scripts, but
if your's is working-- awesome!
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GubbyBlips
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Posted: 26th Jul 2019 20:18
Anyhow, if you want angles to object, try this one,
courtesy of smallg's object face object code.
It's like a tool I suppose...

BTW, use however, but you might want to put it on a sprite,
and not the door, but right next to the door because it DOES
rotate the object also!

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GubbyBlips
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Posted: 26th Jul 2019 20:26 Edited at: 26th Jul 2019 20:30
And.... now after that, I see that smallg
has posted the answer... good

Are these some new functions?
GetAngleToPoint -- cool.
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OldFlak
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Posted: 26th Jul 2019 23:48
@smallg, @GubbyBlips, thanks for the input
I knew it would be needing some fancy math stuff - math atan2, math pi, whatever those things are lol.

Will have a play around with those bits of code tonight.

Reliquia....
aka OldFlak
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OldFlak
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Posted: 27th Jul 2019 04:36 Edited at: 27th Jul 2019 14:05
@smallg, @GubbyBlips
Tried those bits of code you guys wrote - without success I might add
No doubt just my limited ability at coding

I tidied up the scripts a bit:
-- created a function that works out the force angle to use
-- cleaned up comments a bit

Not too sure if I have created the variables correctly or in the most proficient manner, so any comments\critique is most welcome.

ToDo - ERM - TryToDo:
1) Make it repel player when locked
2) Player has to enter a code when locked instead of using a key
3) Generate partical effect over surface of force-field

Current scripts posted below

Reliquia....
aka OldFlak
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OldFlak
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Posted: 27th Jul 2019 14:20 Edited at: 27th Jul 2019 15:10
Hi all

Attacking the ToDo list....

ToDo - ERM - TryToDo:
1) Make it repel player when locked
2) Player has to enter a code when locked instead of using a key
3) Generate partical effect over surface of force-field

Current updated scripts attached

Edit: btw these scripts are referencing AmenMoses utillib which doesn't get copied over in stand-alone build, so make sure you copy over manually.

Reliquia....
aka OldFlak
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AmenMoses
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Posted: 27th Jul 2019 15:34
Add 'Include( "utillib.lua" )' to the _init function.

That is what the Include function is for btw, tells GG to copy over lua scripts that are 'Required' by other scripts to the stand alone.
Been there, done that, got all the T-Shirts!
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smallg
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Posted: 27th Jul 2019 19:05
added support for a decal (not got into particles in GG yet), just give the decal forcefield_decal.lua and place it near the forcefield, the script will automatically link them together.

p.s. also slightly increased the ranges to better suit the default size of the forcefield
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
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OldFlak
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Posted: 28th Jul 2019 00:00
Hahaa - nice one smallg Will have a play with that tonight.

Will be making a more subtle decal image to suit sometime soon.

Thanks for the tip AmenMoses

Reliquia....
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bluemeenie195
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Posted: 28th Jul 2019 23:58
Great scripts guys,
I really like smallg's take on it with the decal, but is it possible to add more than one barrier and decal in a level ?

I tried to put two blue barriers and two decals together in the scene but the decals wouldn't appear when I ran the script in test game mode.

Thanks

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OldFlak
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Posted: 29th Jul 2019 07:36 Edited at: 29th Jul 2019 09:56
Yeah, same prob here.
Also decal won't show when force-field is in a corridor.

So some tweaks required.

Haven't had much time to test - annoying how work gets in the way, lol

Reliquia....
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3com
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Posted: 29th Jul 2019 11:26
Hey! it works fine.
It can be use also as to prevent player going to certain areas.
Thanks reliquia for sharing.
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smallg
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Posted: 29th Jul 2019 11:29 Edited at: 29th Jul 2019 11:30
ok new version that allows multiple forcefields and i removed the ray as it wasn't behaving correctly - for some reason it was taking into account the player's looking direction which i have no idea why
this version is ok but the decal is just using some cheat maths to work out its placement so it's not perfect but will fool most people.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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3com
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Posted: 29th Jul 2019 11:37 Edited at: 29th Jul 2019 11:38
Will give a try, thanks smallg.

Quote: "for some reason it was taking into account the player's looking direction which i have no idea why "

The player will need some sunglasses.
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bluemeenie195
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Posted: 29th Jul 2019 16:54
Awesome !
Thank you so much.
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OldFlak
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Posted: 30th Jul 2019 23:10 Edited at: 31st Jul 2019 03:40
Hi all

I have made some new decals that I will upload later today, just gotta make em into dds, and test.

However the latest decal version script works for me hit and miss, as in sometimes it works, and then sometimes I get a 7006 error when I hit the forece-field that locks up GG completely. Happens even on a clean level.

Any idea what that error refers to?

Reliquia....
aka OldFlak
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smallg
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Posted: 31st Jul 2019 09:14
Quote: "RUNTIMEERROR_B3DMODELNUMBERILLEGAL 7006"

guess the new decal is missing some data?
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
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OldFlak
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Posted: 31st Jul 2019 09:28 Edited at: 31st Jul 2019 10:15
Quote: "guess the new decal is missing some data?"

Thanks for the input smallg.

Haven't got to testing the ones I made yet. The error was using one of devcors free decals.
So not sure what could be missing. I put three forcefield on the map and one decal, could hit the first two repeatedly with no probs, but when hit the third one get error.

Will try again later using one of the stock ones.

Also wondering if we can call the decal by name - eg forcefield_blue_decal, so we could have a blue forcefield that uses a decal that suits, and a red forcefield that uses a decal to suit on the same level.

Probably where the particals would perhaps be better, I was thinking they would not need to be a seperate model then, but could be created by the script itself and displayed at point of contact with forcefield.

Btw, where can we find those error descriptions?

Reliquia....
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smallg
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Posted: 31st Jul 2019 15:10 Edited at: 31st Jul 2019 15:12
Are th decals placed next to the corresponding force field? Could be erroring out if it doesn't find the decal, normally a different error but maybe because it's a decal it's different, not sure...
No need to link by name, just place the decal nearest the origin of the force field and it will use that one, though of course assign by name is possible with a small script tweak.

There used to be a thread stickied in the bug reports forum but now you kinda need to Google the thread to find it as the bug forum is hidden
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
OldFlak
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Posted: 1st Aug 2019 00:38 Edited at: 1st Aug 2019 03:25
Ah OK, I was thinking it would just use the ONE decal for ALL force-fields on the map.

Will have another play asap - tied down to other stuff atm

Edit: Had time for quick test. Using one decal for each force-field works just fine Thanks for the help smallg

@synchromesh or any other mod - the above thread in smallg's reply would be useful if moved to Tutorials & Guides section

Reliquia....
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smallg
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Posted: 1st Aug 2019 11:30 Edited at: 1st Aug 2019 11:34
good point, using lots of the same decal(s) does seem a bit of a waste so here's a version that will let you use the name field to select which field uses which decal
name the decal the same as any force fields you want to use it but add " decal"
so the force fields could be named
"blue"
and then 1 decal you want to use for all those force fields would be called "blue decal"

and yes you can use the same script for different colours and decal pairings etc, just make sure the names are unique and follow the above guide.

note; this version also updates the rotation (as i was manually rotating the decals before) to match the fields so this assumes the decals are in GG's default rotation.

also fixed the crash if the decal is not found (i.e. not named correctly or just not placed) so it will now show a little error message on the force field
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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OldFlak
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Posted: 2nd Aug 2019 00:20
lol - your awesome smallg

Will have a play and test asap.

Reliquia....
aka OldFlak
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