Wheel
From GMod Wiki
Tool | Back |
Type: | Construction tool |
Primary fire: | Attach a wheel to the object in front of you. |
Secondary fire: | Change the properties of an existing wheel. |
Notes: | Can be used to create moveable contraptions |
Brief
A tool used to place wheels on an object in front of you.
Instructions
- Click where you want to place the wheel on the object in front of you.
- You can change to spinning direction of the wheel after it is placed.
Variables
- Keypad
- Choose what buttons on the keypad control the movement of the wheels.
- Model
- What sort of prop should this be? The wheel uses the props physical shapes.
- Torque
- The amount of rotational force the wheel should exert.
- Force Limit
- The maximum amount of rotational force that can be exerted by the wheel.
- Friction
- The amount of resistance in the wheel.
- No Collide
- Should the wheel collide with the object it's attached to?
- Toggle
- If you do not want to hold a key down, check this off.
Useful hints
- Wheels can be frozen to rotate only the attached object
- You don't have to delete a wheel to redo it; instead, right-click it to apply new settings.
--Xyxen 06:12, 6 December 2006 (GMT Standard Time)
Contents |
Wheels in Garry's Mod and how to use them.
Garry's Mod wheels are different in the retail release. Whereas in previous incarnations this was effectively a convenient manifestation of the Axis Constraint and provided you with a centred, free-spinning wheel, in this version things are a tad more complex.
Attaching a wheel is simplicity itself. Select the Tool Gun from the menu and aim at the surface you want a wheel attaching to. You'll notice a translucent wheel appear. Shooting the surface attaches a wheel. It would be wise to hold your horses before going any further though, though if you want to gain the full effect.
Wheelspin
Holding down C will open the context menu. In there you'll notice various slider controls and the option to set keys on the number pad.
The keys assignment is pretty self-explanatory. Clicking on a key in the menu toggles which key on the number pad makes the wheel spin forwards and/or backwards. Each wheel you spawn can have independent controls: just change the setting before attaching each wheel. You can grey out a key if you don't want to apply that control, for example if you only ever want that wheel to spin one way and want to keep the other key free to control something else.
You'll see 3 sliders:
Torque affects how fast and hard the wheel will spin. It's the power control.
Force Limit affects how well-attached the wheel is. Leave this at 0 if you want it to stay on.
Friction controls how quickly the wheel slows down. 0 will leave it free spinning. Higher values will have your wheel grinding to a halt at varying rates depending on the value.
Above this set of sliders is a drop-down box where you can select from various options for the size and shape of the wheel as the mood or need takes you.
Ticking the no collide box means that the wheel won't interfere physically with the surface it's attached to.
Ticking the toggle box means you won't need to hold the button down for power to be applied to the wheel.
Rotational Direction.
As you apply a wheel it will show you which direction it will spin in when the button bound to Forward is pressed. Wheels always attach spinning clockwise. It doesn't take a genius to figure out that if the opposite wheels are spinning clockwise the simple car I want to construct here won't work.
What you need to do is walk up to the wheel so you can attempt to use it. Press the Use key (default "E") and you'll see that the direction of the wheel changes. Now we can use this pair with the same controls as our drive wheels.
Finally, if I want my car to be just rear-wheel-drive I can deactivate the Forward and Reverse toggles in the numberpad control for the next two wheels I apply. These will now just free spin according to whatever friction setting I specify.
All four wheels are attached and now you have a driveable car without using thrusters.
Wheels are not just for cars...
Wheels can be attached to anything for a variety of purposes. You can attach them to walls and floors. These give you a stable and controllable spinning force. You can even use them to fling objects with, should you wish. You can weld objects onto wheels to impart spin to them. Really, the possibilities are there, so don't let the fact a car was used in the pictures as an example straitjacket your thinking.
Examples:
- Gyroscopes
- Controllable joints with adjustable friction
- Sequence generators (weld objects to them that will trigger events)
- Catapults
|Notes=
- Wheels are the only entity so far that can have its numpad input keys changed by using the tool. Other tools need their entity to be replaced to change its input keys.