1. Post #281
    DTaylorJones's Avatar
    February 2010
    17 Posts
    Hey guys.
    I've been wrestling with E2 for a few days now trying to develop a chip that has W A S D inputs from a pod controller and rotates objects through applyAngForce when I press W A S D.
    Anyone seen that VTOL in the terminator 3 movie? the little one with 3 engines HK drone I think its called THATS what I want to make, i wanted to make a sort of UAV version of it that I controll from a seat with a pod controller and an RT camera on board the drone.
    After doing so searching and reading I found a video where a guy called 'Mike Dude' made a HK Drone using applyTorque (I think) If anyone fancys doing an example E2 for me? Based on the HK Drone design with the 3 rotating engines. I managed to acheive the effect using wire Hydraulics but its unstable and as soon as I hit it up in spacebuild it gives up all hope of ever working and spirals into epic crashness and boom..... 'HL2.exe has stopped working'.
    I'm quite new to E2 but SO eager to learn about it, it seems pretty fascinating.

    So yeah, any help peoples?

  2. Post #282
    I DRAW SEALS
    xxfalconxx's Avatar
    March 2009
    6,030 Posts
    Hey guys.
    I've been wrestling with E2 for a few days now trying to develop a chip that has W A S D inputs from a pod controller and rotates objects through applyAngForce when I press W A S D.
    Anyone seen that VTOL in the terminator 3 movie? the little one with 3 engines HK drone I think its called THATS what I want to make, i wanted to make a sort of UAV version of it that I controll from a seat with a pod controller and an RT camera on board the drone.
    After doing so searching and reading I found a video where a guy called 'Mike Dude' made a HK Drone using applyTorque (I think) If anyone fancys doing an example E2 for me? Based on the HK Drone design with the 3 rotating engines. I managed to acheive the effect using wire Hydraulics but its unstable and as soon as I hit it up in spacebuild it gives up all hope of ever working and spirals into epic crashness and boom..... 'HL2.exe has stopped working'.
    I'm quite new to E2 but SO eager to learn about it, it seems pretty fascinating.

    So yeah, any help peoples?
    if i remember right, he released a "limited version" of it; it moved fine, just didn't have any weapons. i'd check wiremod.com for it.

  3. Post #283
    aviator1223's Avatar
    October 2009
    21 Posts
    Hi, I need a e2 for apply force mouse aimed flight please thanks in advanced.

  4. Post #284
    Gold Member
    Divran's Avatar
    April 2008
    2,624 Posts
    Hi, I need a e2 for apply force mouse aimed flight please thanks in advanced.
    Please, read the entire thread (or at least skim through it) before posting requests. I've already made this. http://www.facepunch.com/showpost.ph...&postcount=215
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  5. Post #285
    aviator1223's Avatar
    October 2009
    21 Posts
    kthxbai
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  6. Post #286
    Gold Member
    alphaspida's Avatar
    April 2008
    2,016 Posts
    Could you make a simple e2 that "blinds" somebody. This kid keeps blinding me when I go on this one server. I attempted to make one but it just doesn't look/work right. Also make it so it hides what you say e.g. "!blind player". Make it so it hides that.

  7. Post #287
    Niyo's Avatar
    January 2010
    12 Posts
    Heya Divran. This probably (hopefully) won't be a hard request. I've been working on a little hovercraft that when you hold down R, it uses Vector thrusters to bring you to a GPS's cords(my base, like a "Home" feature). But everytime I hold down R, I do fly towards it, but for some reason I begin to go in that direction...but then I fly right by it! The current code I'm using goes somewhere along the lines of
    Code:
     
    if(R==1) {Mul = 20} else {Mul = 0}
    GpsX = -ThrusterX
    GpsY = -ThrsuterY
    GpsZ = -ThrusterZ
    I'm pretty new to E2, so that's about as advanced as I can make by myself, ahah. I've heard around that Delta (I think Delta is '$' ?) has something to do with direction / vector.
    In short form, I'm asking for a code that makes you fly / thrust / applyForce towards GPS cords when ___ == 1.

    Thank-you!

  8. Post #288
    Project Lead, Internet Explorer for Linux
    lavacano's Avatar
    October 2008
    14,490 Posts
    Code:
    @name HOVERCRAFTASTIC
    @inputs R Home:vector
    
    # Wire Home to a GPS's vector output.
    # Wire R to an Adv Pod controller's R output, like
    # I assume you've been doing.
    
    if (R) { applyForce(Home - entity():pos() - entity():vel()) }
    UNTESTED but should work.

    Spawn it as close to the center as possible
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  9. Post #289
    Niyo's Avatar
    January 2010
    12 Posts

    *code*

    UNTESTED but should work.

    Spawn it as close to the center as possible
    Mmm, nope. I tried it on the hover-craft, but it did nothing.
    I made another quick 2x2 plate with wheels, and smart-snap'd the E2 code to the center of the plate, along with a seat and an adv pod controller [I did link them] and wired 'R' to Output 'R' of the Controller, and Home[VECTOR] to the GPS's Vector. I held down R but nothing happened. :/
    I tried wiring R to a toggle button of 0 - 1, but that resulted in no effect either. :T

    EDIT:
    It appears that I DO move towards the target, but REAAAALY slowly. Like, so slowly that I barely move towards the GPS, then I just stop.
    If I tap R really fast, I begin to move towards the GPS slowly, though.

  10. Post #290
    Gold Member
    Balto-the-Wolf-Dog's Avatar
    June 2009
    1,817 Posts
    sounds like it needs

    runOnTick(1)

    try adding that line

  11. Post #291

    July 2009
    420 Posts
    Got another request for you divran, im currently got a typhoon submarine in a wip state and i was wondering if you can make an E2 that i can use for realistic dive control (and when i surface it cant just leap out the water)
    thanks

  12. Post #292
    Gold Member
    Divran's Avatar
    April 2008
    2,624 Posts
    Mmm, nope. I tried it on the hover-craft, but it did nothing.
    I made another quick 2x2 plate with wheels, and smart-snap'd the E2 code to the center of the plate, along with a seat and an adv pod controller [I did link them] and wired 'R' to Output 'R' of the Controller, and Home[VECTOR] to the GPS's Vector. I held down R but nothing happened. :/
    I tried wiring R to a toggle button of 0 - 1, but that resulted in no effect either. :T

    EDIT:
    It appears that I DO move towards the target, but REAAAALY slowly. Like, so slowly that I barely move towards the GPS, then I just stop.
    If I tap R really fast, I begin to move towards the GPS slowly, though.
    Add runOnTick(1) to his code. Edit: Balto already said that :)

    Got another request for you divran, im currently got a typhoon submarine in a wip state and i was wondering if you can make an E2 that i can use for realistic dive control (and when i surface it cant just leap out the water)
    thanks
    Good idea. I'll see if I can get a sub working. Edit: Was harder than I thought to make one that FEELS like a sub. I'll not make one right now... maybe later.
    Edit 2: I did make a crappy one though. If you want that, post here.

  13. Post #293
    Project Lead, Internet Explorer for Linux
    lavacano's Avatar
    October 2008
    14,490 Posts
    Add runOnTick(1) to his code. Edit: Balto already said that :)
    Damn it, I'm a tardbagel. Oh well.

    I made a thing and I know this works!

    This is a green diamond (Sims style) that hovers over your head. I made it for the hell of it, and posted to demonstrate holograms to those who have no clue.

    Code:
    @name Sim Diamond - by Nicholas "Lavacano" O'Connor
    @persist SpinAngle
    
    # Sim Diamond
    # by Nicholas "Lavacano" O'Connor
    # Purpose: Put a Sims diamond over your head (what the hell, why not)
    # You are free to redistrubute this code in whole or in part so long as this notice is (mostly) intact
    
    # Define the holograms. No sense creating 9,001 of them
    if (first()) { # Imma runOnTick(1) later
        holoCreate(1,owner():pos() + vec(0,0,50)) # First hologram, start position doesn't matter.
        holoModel(1,"cone") # Make it a cone
        holoAng(1,ang(180,0,0)) # Flip it upside down, so it's the bottom half
        holoMaterial(1,"models/debug/debugwhite") # Make the material debug white.
        holoColor(1,vec(0,255,0)) # Make it green.
        holoCreate(2,owner():pos() + vec(0,0,62.5)) # Second hologram, on top of the first.
                                                    # The "cone" model, unscaled, is 12.5 units tall.
        holoModel(2,"cone") # Another Cone
        holoMaterial(2,"models/debug/debugwhite") # Whiteness
        holoColor(2,vec(0,255,0)) # Greenness
        holoParent(2,1) # Parent it to the first one, this saves on functions.
        SpinAngle = 0 # Starting spin is 0.
    }
    
    runOnTick(1) # RUNNIN' ON TEH TICK
    
    holoPos(1,owner():pos() + vec(0,0,90)) # Put the first holo (and therefore the second holo) above owner
    if (SpinAngle == 360) { SpinAngle = 0 } # IF we're at a 360 degree spin, 0 it.
    else { SpinAngle = SpinAngle + 1 } # Otherwise, add a degree. This is just the right spin speed.
    holoAng(1,ang(180,SpinAngle,0)) # Set the spin on holo 1 (and therefore holo 2)
    Known Bug: It lags behind you. I tried parenting it to owner, but it just parented to on my feet for some reason.

  14. Post #294
    Gold Member
    Divran's Avatar
    April 2008
    2,624 Posts
    I made one like that a pretty long time ago, except it spawns one for every player on the map :)
    Code:
    @name SIMS FOR EVERYONE
    @outputs
    @persist X Players:array P
    if (first()) {
        findByClass("player") #We're finding players
        Players = findToArray()
        P=0 #Player variable
        for(I=1,Players:count()*2,2) {
            holoCreate(I) #Create a holo
            holoModel(I,"hqcone") #Turn it into a cone
            P++ #Player variable
            if (P>Players:count()) {P = 1} #Player variable
            E = Players:entity(P) #Get the player to spawn it at
            holoPos(I,E:pos() + vec(0,0,80)) #Height / position offset
            holoScale(I,vec(1.5,1.5,2.5)) #Size
            holoParent(I,E) #Parent to player
            holoMaterial(I,"models/shiny")
            holoShadow(I,0)
        }
        P=0 #Player variable
        for(I=2,Players:count()*2+1,2) {
            holoCreate(I) #Create another holo
            holoModel(I,"hqcone") #Turn it into a cone
            P++ #Player variable
            if (P>Players:count()) {P = 1} #Player variable
            E = Players:entity(P) #Get the player to spawn it at
            holoPos(I,E:pos() + vec(0,0,50)) #Height / position offset
            holoScale(I,vec(1.5,1.5,2.5)) #Size
            holoAng(I,ang(180,0,0)) #Angle (upside down)
            holoParent(I,I-1) #Parent to the other holo
            holoMaterial(I,"models/shiny")
            holoShadow(I,0)
        }
        runOnTick(1) #Update E2
    }
    X++ #Counter
    if (X > 360) {X = 0} #Reset
    P=0 #Player variable
    for(I=1,Players:count()*2,2) {
        P++ #Player variable
        if (P>Players:count()) {P = 1} #Player variable
        E = Players:entity(P) #Get the player to move it to
        holoPos(I,E:pos()+vec(0,0,150+sin(X)*20)) #Height offset
        holoAng(I,ang(0,X,0)) #Angle
        holoColor(I,vec(0,200-sin(X)*55,0)) #Color
        holoColor(I+1,vec(0,200-sin(X)*55,0)) #Color 2
    }

  15. Post #295
    Project Lead, Internet Explorer for Linux
    lavacano's Avatar
    October 2008
    14,490 Posts
    Of course you'd show me up like that, Divran :-P

    I might modify my code (and/or steal yours) to do that, and allow for color change.

  16. Post #296
    Gold Member
    Bbls's Avatar
    February 2009
    7,156 Posts
    I've seen that as well :)

    I know how to make it, but I've never tried applying force to bones in a ragdoll, and I've never tried making a walking animation, so it'd take a while. I might make it sometime, but not now.
    I believe it's called the drunk combine.

  17. Post #297

    July 2009
    420 Posts
    Add runOnTick(1) to his code. Edit: Balto already said that :)



    Good idea. I'll see if I can get a sub working. Edit: Was harder than I thought to make one that FEELS like a sub. I'll not make one right now... maybe later.
    Edit 2: I did make a crappy one though. If you want that, post here.
    give it ago if it makes the sub go up and down and not jump out the water it cant be that crappy :P

  18. Post #298
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Divran, could you make a modified version of your sim thing to make the colour of it relate to your health (green = full health, red = 0 health, inbetween colour too).

  19. Post #299
    aviator1223's Avatar
    October 2009
    21 Posts
    A expression2 ghillie suit please.

  20. Post #300
    Putname3145's Avatar
    June 2008
    15 Posts
    Divran, could you make a modified version of your sim thing to make the colour of it relate to your health (green = full health, red = 0 health, inbetween colour too).
    Now THAT would be cool.
    But is it possible?

  21. Post #301
    aviator1223's Avatar
    October 2009
    21 Posts
    Please a e2 that will completly cloak me and whatever i'm holding i saw a gentlemen on the ng bfs server with it and it was intresting

  22. Post #302
    Project Lead, Internet Explorer for Linux
    lavacano's Avatar
    October 2008
    14,490 Posts
    Most likely he was using an admin mod. E2 can't do that, as E:setAlpha() doesn't work on players.

  23. Post #303
    Gold Member
    Divran's Avatar
    April 2008
    2,624 Posts
    Most likely he was using an admin mod. E2 can't do that, as E:setAlpha() doesn't work on players.
    You can cloak yourself with setMaterial using a material that is see-through.

    This is a simple cloak e2. Just find a material that is see-through and put it there.
    Code:
    if (first()) {owner():setMaterial("put material here")}
    interval(1000)
    owner():weapon():setMaterial("put material here")
    Edited:

    Divran, could you make a modified version of your sim thing to make the colour of it relate to your health (green = full health, red = 0 health, inbetween colour too).
    Code:
    @name SIMS FOR EVERYONE
    @outputs
    @persist X Players:array P
    if (first()) {
        findByClass("player") #We're finding players
        Players = findToArray() #Gotta catch em all
        P=0 #Player variable
        for(I=1,Players:count()*2,2) {
            holoCreate(I) #Create a holo
            holoModel(I,"hqcone") #Turn it into a cone
            P++ #Player variable
            if (P>Players:count()) {P = 1} #Player variable
            E = Players:entity(P) #Get the player to spawn it at
            holoPos(I,E:pos() + vec(0,0,80)) #Height / position offset
            holoScale(I,vec(1.5,1.5,2.5)) #Size
            holoParent(I,E) #Parent to player
            holoMaterial(I,"models/shiny")
            holoShadow(I,0)
        }
        P=0 #Player variable
        for(I=2,Players:count()*2+1,2) {
            holoCreate(I) #Create another holo
            holoModel(I,"hqcone") #Turn it into a cone
            P++ #Player variable
            if (P>Players:count()) {P = 1} #Player variable
            E = Players:entity(P) #Get the player to spawn it at
            holoPos(I,E:pos() + vec(0,0,50)) #Height / position offset
            holoScale(I,vec(1.5,1.5,2.5)) #Size
            holoAng(I,ang(180,0,0)) #Angle (upside down)
            holoParent(I,I-1) #Parent to the other holo
            holoMaterial(I,"models/shiny")
            holoShadow(I,0)
        }
        runOnTick(1) #Update E2
    }
    X++ #Counter
    if (X > 360) {X = 0} #Reset
    P=0 #Player variable
    for(I=1,Players:count()*2,2) {
        P++ #Player variable
        if (P>Players:count()) {P = 1} #Player variable
        E = Players:entity(P) #Get the player to move it to
        holoPos(I,E:pos()+vec(0,0,150+sin(X)*20)) #Height offset
        holoAng(I,ang(0,X,0)) #Angle
        HP = clamp(E:health()/100*255,0,255)
        Col = vec(255-HP,HP,0)
        holoColor(I,Col) #Color
        holoColor(I+1,Col) #Color 2
    }
    Edited:

    A guy on this thread: http://www.facepunch.com/showthread.php?p=20100406 wanted a Stargate redirecter E2, so I'm going to make one.

    Making it ... Done!

    Code:
    @name Stargate Redirecter
    @inputs Active TargetAddress:string
    @outputs Address
    @persist On
    @trigger 
    if (~Active & Active) {
        On = 1
    }
    
    if (On) {
        interval(10)
        if (On < 7) {
            Address = toByte(TargetAddress:index(On))
            On++
        } else {
            Address = 13
            On = 0
        }
    }

  24. Post #304
    aviator1223's Avatar
    October 2009
    21 Posts
    tanks

  25. Post #305
    I DRAW SEALS
    xxfalconxx's Avatar
    March 2009
    6,030 Posts
    divran, is there any way to parent to legs/feet? (with holos) I was working on a frog suit from mario, and well, without the frog legs it's not right. :s

  26. Post #306

    July 2009
    420 Posts
    Divran when you going to post that 'crappy' sub chip? Because i am starting to really need the chip
    ( not meaning to sound impatient :P)

  27. Post #307
    Gold Member
    Divran's Avatar
    April 2008
    2,624 Posts
    Divran when you going to post that 'crappy' sub chip? Because i am starting to really need the chip
    ( not meaning to sound impatient :P)
    It's crappy because it was able to jump out of the water.. but here:
    Code:
    @name Submarine Control Chip
    @inputs [Pod]:wirelink Active [Base Top]:entity
    @outputs 
    @persist 
    @trigger 
    if (first()|duped()|~Base) {
        Base:setMass(50000)
        runOnTick(1)
    }
    InWater = Top:isUnderWater()
    if (Active) {
        if (InWater) {
            #Controls
            W = Pod["W",number]
            A = Pod["A",number]
            S = Pod["S",number]
            D = Pod["D",number]
            Space = Pod["Space",number]
            Alt = Pod["Alt",number]
            Shift = Pod["Shift",number]
            R = Pod["R",number]
            
            Base:applyForce(((Base:forward() * 60 * (W-S) * (1+Shift*10) + Base:up() * 60 * (Space-Alt) * (1+Shift*10)) - Base:vel()) * Base:mass())
            Base:applyAngForce(((ang(0,Base:angles():yaw(),0)-Base:angles())*20-Base:angVel()*2)*Base:mass()*ang(1,0.5,1))
            Base:applyAngForce(ang(0,(A-D)*100,0)*Base:mass()*(1+Shift*2))
        }
    } else {
        rangerHitEntities(0)
        rangerHitWater(1)
        Rng = rangerOffset(50,Top:pos(),vec(0,0,-1))
        if (!InWater) {
            if (Rng:hit()) {
                Base:applyForce((vec(0,0,20-Rng:distance())-Base:vel()*vec(1,1,0.7)) * Base:mass() * vec(0.08,0.08,0.7))
                Base:applyAngForce(((ang(0,Base:angles():yaw(),0)-Base:angles())*20-Base:angVel()*2)*Base:mass()*ang(1,0.5,1))
            }
        } else {
            Base:applyForce(vec(0,0,(20-Base:vel():z()/3)*Base:mass()))
            Base:applyAngForce(((ang(0,Base:angles():yaw(),0)-Base:angles())*20-Base:angVel()*2)*Base:mass()*ang(1,0.5,1))
        }
    }
    Edited:

    divran, is there any way to parent to legs/feet? (with holos) I was working on a frog suit from mario, and well, without the frog legs it's not right. :s
    Attachment Doc:
    http://www.wiremod.com/forum/wiremod...mentation.html

  28. Post #308

    July 2009
    420 Posts
    thanks again divran. :D
    cant use it at the moment thanks to that fuckin update >:(

  29. Post #309
    Gold Member
    whosdr's Avatar
    July 2008
    3,017 Posts
    What happened to you in the last update then?

  30. Post #310
    Decoy Ocelot's Avatar
    March 2009
    297 Posts
    Is it possible to change the material of the third-person weapon model? I've had no problems with changing the player's material with something like:

    Code:
    Owner = entity():owner()
    Material = "whatever"
    Owner:setMaterial(Material)
    but when I try the same with weapon() nothing happens:

    Code:
    Owner = entity():owner()
    Weapon = Owner:weapon()
    Material = "whatever"
    Weapon:setMaterial(Material)
    I was able to modify the color of the toolgun. The physgun and gravgun seemed unaffected.

    As an aside, models/props_c17/fisheyelens is a great material for stealth and cloaking applications.

  31. Post #311
    Gold Member
    Divran's Avatar
    April 2008
    2,624 Posts
    Is it possible to change the material of the third-person weapon model? I've had no problems with changing the player's material with something like:

    Code:
    Owner = entity():owner()
    Material = "whatever"
    Owner:setMaterial(Material)
    but when I try the same with weapon() nothing happens:

    Code:
    Owner = entity():owner()
    Weapon = Owner:weapon()
    Material = "whatever"
    Weapon:setMaterial(Material)
    I was able to modify the color of the toolgun. The physgun and gravgun seemed unaffected.

    As an aside, models/props_c17/fisheyelens is a great material for stealth and cloaking applications.
    You need to set the material again every time you switch weapon.

  32. Post #312

    February 2010
    25 Posts
    Could you make a e2 holo map or gpu map (or anything with a screen etc) over rp_downtown_v2.
    and make it show players location

  33. Post #313
    Gold Member
    Divran's Avatar
    April 2008
    2,624 Posts
    Could you make a e2 holo map or gpu map (or anything with a screen etc) over rp_downtown_v2.
    and make it show players location
    Sorry, but no. Too time consuming. :/

  34. Post #314
    Gold Member
    whosdr's Avatar
    July 2008
    3,017 Posts
    I agree with Divran.

  35. Post #315
    Gold Member
    alphaspida's Avatar
    April 2008
    2,016 Posts
    Could you make a simple e2 that "blinds" somebody. This kid keeps blinding me when I go on this one server. I attempted to make one but it just doesn't look/work right. Also make it so it hides what you say e.g. "!blind player". Make it so it hides that.

  36. Post #316
    Gold Member
    Divran's Avatar
    April 2008
    2,624 Posts
    Code:
    @name Simple blinder
    if (first()) {
    	# Create the hologram
    	holoCreate(1)
    	holoScale(1,vec(-40,40,70)/12)
    	holoMaterial(1,"debug/debugdrawflat")
    	holoColor(1,vec())
    	
    	# We want the e2 to run when you say something
    	runOnChat(1)
    }
    if (chatClk(owner())) {
    	M = lastSaid():explode(" ") #Split what you said into an array
    	if (M[1,string] == ".blind") { #If you said ".blind"
    		hideChat(1) #Hide your message
    		if (M[2,string]) {
    			Ply = findPlayerByName(M[2,string]) #find the player..
    			if (Ply) {
    				#Blind the player:
    				holoPos(1,Ply:pos()+vec(0,0,50))
    				holoParent(1,Ply)
    				holoAlpha(1,255)
    				print("Blinded " + Ply:name())
    			} else {print("Player '" + M[2,string] + "' not found.")}
    		} else {print("You must enter a name.")}
    	} elseif (M[1,string] == ".unblind") { #If you said ".unblind"
    		hideChat(1)
    		holoAlpha(1,0) #Make the hologram invisible so that they can see again
    		print("Unblinded.")
    	}
    }

  37. Post #317
    Gold Member
    alphaspida's Avatar
    April 2008
    2,016 Posts
    Thank you E2 master.

    It doesn't work.

    Error: Else keyword (else) must be part of an if-statement at line 25, char 27.

  38. Post #318
    Gold Member
    whosdr's Avatar
    July 2008
    3,017 Posts
    } else {print("Player '" + M[2,string] + "' not found.")}

  39. Post #319
    Gold Member
    Divran's Avatar
    April 2008
    2,624 Posts
    Thank you E2 master.

    It doesn't work.

    Error: Else keyword (else) must be part of an if-statement at line 25, char 27.
    Fixed and edited post.

    Edited:

    } else {print("Player '" + M[2,string] + "' not found.")}
    This.

  40. Post #320
    Niyo's Avatar
    January 2010
    12 Posts
    Hi again, Divran!
    Sorry to ask for another E2 (well, two actually. :T).
    The first one is more of a question/request.

    When I was making a Vtol, I got it all stable, and its hovering, but it keeps drifting..like it has no air resistance. I tried Hoverballs, but then it was harder to make it go...well..vertical. So, in short, what I'm asking for is an E2 that will provide Air Resistance, like a Hoverball's.

    My second request is a bit hard to explain, so you don't have to do it if you want. I'm thinking it would require applyTorque, but I may be wrong.
    Did you ever see one of those Vtols with two "wheels" on the side? It would look something like this from an overhead view. O-T-O ,where T is the body, and the two circles on each side are "wheels" which rotate on an axis, providing thrust in different angles. So, what I'm trying to ask is prehaps an E2 that will rotate the two axis'd 'wheels' a little bit forwards or backwards, but not all the way. Eg: No more then a 90 degree angle back and forth. Thank-you! :D

    (Sorry it's really long. x_x')