Author Topic: What does "radiusImpulse" do?  (Read 1778 times)

"radiusImpulse" is a default event in the "Input" section. I have no idea what it does. Can anyone explain it to me?

In minigames, it'll push everyone away, or towards the brick.
I can't remember what the parameters do.

Wait. If its in the input section, how will it activate?

It's not in the input section, he just used the wrong word.

In minigames, it'll push everyone away, or towards the brick.
I can't remember what the parameters do.
The first box appears to be the radius.  Second box is the power along the X/Y plane, and the last box is the Z power.

Or so it seems through me messing with it.  It takes a lot to push players, though.

Default player mass is 90.
The force is approximately (not exact) force/mass.

So setting the Z power to 900 moves them at about 9.7 (whatever velocity is measured in), and decreases as you get further from the brick.

Correction, the force is exact, just that I would litterally have to be inside the brick to get the exact number, but then I wouldn't move anywhere.

Default player mass is 90.
The force is approximately (not exact) force/mass.

So setting the Z power to 900 moves them at about 9.7 (whatever velocity is measured in), and decreases as you get further from the brick.
It appeared to be much more than 9.7 when I used 900.

It appeared to be much more than 9.7 when I used 900.
I did this:
package loltest{function fxdtsbrick::radiusimpulse(%t,%r,%x,%z,%c){Parent::radiusimpulse(%t,%r,%x,%z,%c);talk(localclientconnection.player. getVelocity());}}; activatePackage(loltest);
in the console.
I set the x/y force to 0, and the z force to 900.
It gave me 0 0 9.7962 when standing ontop of it and clicking it.

I did this:
package loltest{function fxdtsbrick::radiusimpulse(%t,%r,%x,%z,%c){Parent::radiusimpulse(%t,%r,%x,%z,%c);talk(localclientconnection.player. getVelocity());}}; activatePackage(loltest);
in the console.
I set the x/y force to 0, and the z force to 900.
It gave me 0 0 9.7962 when standing ontop of it and clicking it.
Try it with setVelocity and see how much it takes to get 9.7.
Something tells me that if you put 9.7 into one of the setVelocity parameters, it wouldn't fling you as far as if you put 900 into radiusImpulse.  I don't think the results are relative to the velocity used in certain events like add/setVelocity.

900 in radiusImpulse didn't send me that far up.
You must've had something in the force box. The second one.
Because it isn't just for x/y.

First is radius.
Second is force.
Third is additional Z force, added to the normal force.
Divide the result by the player's mass.
Multiply the result by the percent distance from the radius and the center of the brick. (Something complicated like that)
Set the velocity.

I'm not getting it to work. I've tried just about everything. I don't budge or anything.

Activate-self-firerelay
onrelay-self-radiusimpulse-[25][900][25]
onrelay-self-firerelay

this would continuously push anything within range at a diagonal-ish angle. This includes vehicles, bots, players, etc.

Activate-self-firerelay
onrelay-self-radiusimpulse-[25][900][25]
onrelay-self-firerelay

this would continuously push anything within range at a diagonal-ish angle. This includes vehicles, bots, players, etc.
In a 25 radius, it will push a standard player at about 10 velocity, and add a 0.27778 upwards velocity. Keep in mind that 10 can also push them up if they're over the brick.

I'm not getting it to work. I've tried just about everything. I don't budge or anything.
Has to be done in a minigame.

I kinda took random numbers, but thanks anyway, Chrono!