1. I scanned through and thought I recognised this. Simple but useful.

Edit:
Idea:

Loop through constrainted props, find the 5 heaviest, and apply stabalization to the 5 with the highest mass.

Gunna test something like this...

Code:
```@persist E:entity Ents:array Props:array
if (first()) {
E = entity()
Ents = E:getConstraints()
for (X = 1,Ents:count()) {
Ents[X,entity]:setColor(255,255,255)
for (Y = 0,5) {
if (Ents[X,entity]:mass() > Props[Y,entity]:mass()) {
if (!Props[5,entity]) {
Props:pushEntity(Ents[X,entity])
break
}
} else {
Props:remove(Y)
Props:pushEntity(Ents[X,entity])
break
}
}
}
runOnTick(1)
}
for (Z = 1,5) {
E = Props[Z,entity]
E:setColor(vec(255,0,0))
E:applyAngForce(( -E:angles():setYaw(0)*20 - E:angVel())*E:mass())
#    E:applyForce(( (-E:pos())*20 - E:vel())*E:mass())
}```

2. I'm just leaving this code here, as it comes in handy a lot in my opinion. It is a keep upright code, made by whosdr.

Code:
`E:applyAngForce(( -E:angles():setYaw(0)*20 - E:angVel())*E:mass())`
If you need to support multiple props, times the mass by something.

Why not just add up the mass for the whole contraption?

Code:
```if(first() | duped())
{
Props = entity():getConstraints()
Mass = entity():mass()
for(Index = 1,Props:count())
{
Mass += Props[Index,entity]:mass()
}
}```

3. I'm new here, and a complete and utter noob to E2. Just wondering if there's a way to make and E2 chip that can connect to an Adv Pod's brake for an RP server I play on. I basically want to make a foolproof car anti-theft system, that reports itself stolen to the police if someone does steal it using a /me chat command. It has to be able to wire into a keypad as well.

Also, any nudges or points to somewhere I can pick up some tips on E2 would be appreciated.

4. I'm new here, and a complete and utter noob to E2. Just wondering if there's a way to make and E2 chip that can connect to an Adv Pod's brake for an RP server I play on. I basically want to make a foolproof car anti-theft system, that reports itself stolen to the police if someone does steal it using a /me chat command. It has to be able to wire into a keypad as well.

Also, any nudges or points to somewhere I can pick up some tips on E2 would be appreciated.
I really don't get what you mean with the Keypad and Brake, but here's something to make you say something if your car is stolen.

Code:
```@name Anti-Theft
@inputs
@outputs
@persist Owner:entity Car:entity Driver:entity
@trigger

if (first())
{Owner=owner()
Car=entity():isWeldedTo()
runOnTick(1)}

Driver=Car:driver()

if (changed(Driver) & Driver & (Driver != Owner)) {
concmd("say TEXT")
#Car:ejectPod()
#If you want the stealer to be ejected from the car remove the # from the above line.
}```
Should work, I haven't tested yet. Replace text with what you want said and do "wire_expression2_concmd 1 " in console, then put the E2 on a car.

EDIT: Alright, better version up.

5. I really don't get what you mean with the Keypad and Brake, but here's something to make you say something if your car is stolen.

Code:
```@name Anti-Theft
@inputs
@outputs
@persist Owner:entity Car:entity Driver:entity
@trigger

if (first())
{Owner=owner()
Car=entity():isWeldedTo()
runOnTick(1)}

Driver=Car:driver()

if (changed(Driver) & Driver & (Driver != Owner)) {
concmd("say TEXT")
#Car:ejectPod()
#If you want the stealer to be ejected from the car remove the # from the above line.
}```
Should work, I haven't tested yet. Replace text with what you want said and do "wire_expression2_concmd 1 " in console, then put the E2 on a car.

EDIT: Alright, better version up.
Thank you! This is almost exactly what I wanted. The only thing is, on the server I play on, it has to be stealable. Basically, I have to have some sort of override that I can wire into a wire keypad, so people with keypad crackers can still override the chip and steal the car. But its still allowed to vocalize that it's being stolen, I asked. Me and a few people that sort of understand E2 are trying to figure it out, but any help is very appreciated.

6. Thank you! This is almost exactly what I wanted. The only thing is, on the server I play on, it has to be stealable. Basically, I have to have some sort of override that I can wire into a wire keypad, so people with keypad crackers can still override the chip and steal the car. But its still allowed to vocalize that it's being stolen, I asked. Me and a few people that sort of understand E2 are trying to figure it out, but any help is very appreciated.
I'll get right on that :buddy:

While you wait, check out these pages on how to use E2.

Guides:
http://wiki.garrysmod.com/?title=Wire_Expression2:Guide
http://www.wiremod.com/forum/express...ssion-2-a.html

E2 functions:
http://wiki.garrysmod.com/?title=Wire_Expression2

EDIT:
Done!
Code:
```@name Anti-Theft
@inputs Valid #Wire to a NON-TOGGLED wire keypad's Valid output
@outputs On #Outputs on in case you want a indicator or anything
@persist On Owner:entity Car:entity Driver:entity #Save these variables
@trigger

if (first()) #Has the E2 just been spawned?
{Owner=owner() #Owner never changes, so we can save it for less op uaage.
Car=entity():isWeldedTo() #The car is what the chip is welded to.
}

interval(500) #Run constantly

Driver=Car:driver() #The driver is car's driver

if (~Valid & Valid) { #If the keypad changed and keypad is 1
On = !On #Toggle on
}

if (On) { #Security only runs if system is on

if (changed(Driver) & Driver & (Driver != Owner)) { #Has the driver changed and is there a driver and the driver is not owner?
concmd("say TEXT") #If so, say this!
#Car:ejectPod()
#If you want the stealer to be ejected from the car remove the # from the above line.
}

}```
Wire the Valid input to a NON-TOGGLED Wire Keypad's Valid output. When the right code is entered, the system toggles between on and off. When on, you will say something when the car is taken. When off, you will not say anything when the car is taken. On is a output in case you want a indicator or something.

7. hey i saw this e2 where it was just like the talk swep but it was combine voices so i was wondering if anyone had it k thnx

8. 1. its kinda annoying when someone spawns an "anti-"minge e2, that blocks your view, or a "sims for everyone" including you. i was wondering if there was a way to block other peoples e2's on yourself.

2. this is for people who leave their HUGE props laying around with anti-noclip: an anti- anti-noclip.
Agree x 1 (list)

9. Okay, not a request but more of heads up, working on a drone right now (movement functions more specifically) and looking at others' codes, but not having any luck so I might need a favor or two, haha.
And yes, I'm new to E2.

10. 1. its kinda annoying when someone spawns an "anti-"minge e2, that blocks your view, or a "sims for everyone" including you. i was wondering if there was a way to block other peoples e2's on yourself.

2. this is for people who leave their HUGE props laying around with anti-noclip: an anti- anti-noclip.

You can block other peoples holograms with
wire_holograms_block_client "name"
Which means you no longer see the holograms of that player.

11. You can block other peoples holograms with
wire_holograms_block_client "name"
Which means you no longer see the holograms of that player.
e2 holos :downsowned:

12. Hey Divran, I'm making a small plane for the fight to survive server, It is going to be remote controlled, But I need a plane e2, For realistic or crappy flight, Can you do it? Please? ;3

13. Base drone E2.

Code:
```@name Drone Base Model (DBM)
@inputs W A S D Ent:entity
@outputs Cam:vector Eye:vector E:entity
@persist Pos:vector Speed1 Speed2 E:entity Driver:entity

if(first() | duped()){

if (entity():isWeldedTo()) {
E = entity():isWeldedTo()
} else {
E = entity()
}

Speed1 = 5
Speed2 = 5
Pos = E:pos()
runOnTick(1)
}
Driver = Ent:driver()

E:applyForce(( (-E:pos() + Pos)*(Speed1+Speed2)/2 - E:vel())*E:mass())

Torque = E:toLocal(rotationVector(quat(Driver:eyeAngles()+ang(0,0,0))/quat(E))+E:pos()) #change ang(0,0,0) to rotate the body if the camera and or movement is going the wrong way.
E:applyTorque((Torque*20-E:angVelVector()*10)*E:inertia())

if (E:isPlayerHolding()) {Pos = E:pos()}

if (Driver) {
Eye = Driver:eye()
if (W) {Pos +=E:forward()*Speed1}
if (S) {Pos -= E:forward()*Speed2}
if (A) {Pos += -E:right()*10}
if (D) {Pos += E:right()*10}

if (W) {Speed1 += (Speed1 < 50)/5} else {Speed1 -= (Speed1>5)/2}
if (S) {Speed2 += (Speed2 < 40)/5} else {Speed2 -= (Speed2>5)/2}
Cam = E:toWorld(vec(0,0,0)) + vec(0,0,0) + E:vel()/66.7 #change first vec(0,0,0) for local pos, second for world position on camera view.
}```

14. Kickass, Thanks man!

15. It doesen't work, I wired it up did the entity markers correctly, and it will float in midair but won't do anything else

16. It doesen't work, I wired it up did the entity markers correctly, and it will float in midair but won't do anything else
Entity markers?

Ent:entity goes to adv pod, as do all the inputs.

You place the chip on the central object, and set its weight up to 50k for balance.

17. you place the chip on the central object, and set its weight up to 50k for balance.
50000?!

18. No, 50000.

More mass on main body = more balance when it comes to alot of entities constrained together.
Informative x 1 (list)

19. I'll try that thanks, Would you like to see a pic of my plane, maybe you could help me out a bit more.

Edited:

It didin't work, The plane just stays in one spot and one angle and won't move. i did exactly as you say.

20. I was thinking, can you make an e2 that, when you right-click with the crowbar, floats PHX 1x1 metal plates in between you and other players? That way, it would blok bullets and such.

21. I really need an e2 to provide yaw friction. I've got a nice e2 at the moment that provides movement (not turning) friction slowdown as well as providing applyforce for actual movement on a prop. But the steering is terrible as there is no friction involved in it.

22. i got this idea, but i need an E2 to strip ppl for weapon if they walk past a ranger, or atleast tell me what weapons they have

23. I could probably do a check for all weapons on a player. I can't strip them though.

24. oh, that will work to.

Edited:

could you make it tell me what weapons they have and make a sound if they walk past the ranger with weapon. like on airports etc

25. I would like to request the following :

A sword
A shield
and a knight helmet..

All in one e2, and stick to the player

If its not too much work =)

EDIT :

Oh and sorry a cape =D
If anyone makes this il be really thankful.
If no one can be bothered its alright.
Since I fail at e2 =/

26. Also Divran, that Lollercoaster you did is just beautiful. I can't read your code, so what did you use for that awesome movement? I'd swear I was moving on a prop rollercoaster track.

Edited:

I would like to request the following :

A sword
A shield
and a knight helmet..

All in one e2, and stick to the player

If its not too much work =)

EDIT :

Oh and sorry a cape =D
If anyone makes this il be really thankful.
If no one can be bothered its alright.
Since I fail at e2 =/
Here is a sword someone kindly released.

http://www.wiremod.com/forum/finishe...on-slayer.html

27. Also Divran, that Lollercoaster you did is just beautiful. I can't read your code, so what did you use for that awesome movement? I'd swear I was moving on a prop rollercoaster track.

Edited:

Here is a sword someone kindly released.

http://www.wiremod.com/forum/finishe...on-slayer.html
Yea ive seen it thanks, Ive got it :D

But i really want a shield and a helmet, and possible a cape

=D

28. Also Divran, that Lollercoaster you did is just beautiful. I can't read your code, so what did you use for that awesome movement? I'd swear I was moving on a prop rollercoaster track.
Quaternions.

Edited:

I would like to request the following :

A sword
A shield
and a knight helmet..

All in one e2, and stick to the player

If its not too much work =)

EDIT :

Oh and sorry a cape =D
If anyone makes this il be really thankful.
If no one can be bothered its alright.
Since I fail at e2 =/
Making hologram equipment is very time consuming... So no. At least not right now.

29. sorry bout the bump but id like a e2 that works with damage detectors to set a sort of patern on the props say i have props lined up like this () () () () and i hit the 1st 3rd 4th then the 2nd and it opens if possible can you make the pattern in which it activates the output to something i can set?

30. Okay, so I now have my own SpaceBuild server.
and succesfully made an auto tracking defence turret thing for my planet.
Problem is, i dont want it to target 2 people who are living on my planet
I have no idea how to do this, because I see no option in the target finder, and thought one of you guys could make it in e2 ? =D

31. Thanks diviran. Since my questions here I have learned e2. It turned out rather logical, and for several months now has been my favorite passtime. My current project is a purely holographic starfox used to dogfight in prop made minimaps. They shoot holos, are damaged by holos shooting back, can do barrel rolls that deflect said shots and loops. They even go into a death spiral when they are shot down, deleting when they hit the ground. Then autorespawn several seconds later. Flight dynamics very similar to starfox. Thank you, you are one of the people I attribute my success to.

32. Make me an E2 out of displacements.

33. Okay, so I now have my own SpaceBuild server.
and succesfully made an auto tracking defence turret thing for my planet.
Problem is, i dont want it to target 2 people who are living on my planet
I have no idea how to do this, because I see no option in the target finder, and thought one of you guys could make it in e2 ? =D
Code:
```@inputs On PlanetPos:vector PlanetSize
@outputs Target:entity
if (On) {interval(250)}
findByClass("player")
findClipFromSphere(PlanetPos,PlanetSize) #makes it ignore everyone on the planet
Target = findClosest(entity():pos())```

34. I would like an e2 sub

35. This is driving me mad.

I have a turret, but I decided to make it be able to auto-detect Wire Turrets you own and add them to itself, and it worked. Code looks like this:
Turrets=Array of turrets
TC=Turrets:count()
FA=Found targets
FC=Amount of found targets

for (Y=1,TC) {
TargetN=clamp(Y,1,FC)
TargetPos=FA[TargetN,entity]:pos()

*aim at TargetPos*
}

But I ran into a problem:

The turrets need to change targets every two seconds or so, so they don't keep shooting at the same person. I have a variable that increments every two seconds, but can't figure out how to add it to the code. By the way, found entities are updated as fast as findCanQuery().

Any help?

36. The turrets need to change targets every two seconds or so, so they don't keep shooting at the same person. I have a variable that increments every two seconds, but can't figure out how to add it to the code. By the way, found entities are updated as fast as findCanQuery().

Any help?
Try
Code:
`Target = findResult(Variable)`

37. Whoops, sorry. I meant the turrets need to independently track their own target.

38. Code:
```timer("NextTarget",2000)
if (clk("NextTarget")) {
Variable++
if (Variable + TC > FC) {Variable = 1}
} elseif (tickClk()) {
for(Y=1,TC) {
TargetN = clamp(Variable+Y,1,FC)
...```

39. Thanks! Now I can finally finish my turret!
EDIT:
Wait, it seems to have problems if there are only two targets (works fine otherwise, thanks!). All the turret just aim at the first target.