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 Post #81
 2nd November 2009
Dennab
December 2008
864 Posts
It is exactly like that except when you press a button it saves an image
 Post #82
 2nd November 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
It is exactly like that except when you press a button it saves an image
Did you even click the other link?
 Post #83
 2nd November 2009
ThisIsMyUsername's Avatar
February 2009
418 Posts
Okay, cool idea (another applyforce thing). Basically, it's Balls of steel, except instead of zombie sounds, it uses the Hax! sound(vo/npc/male01/hacks01.wav) and it only needs one prop. Instead of crouching, it's e+mouse1. Thanks!

Edited:

Also, Hooray 3rd page!
 Post #84
 6th November 2009 Last edited by GDJona; 6th November 2009 at 01:15AM..
GDJona's Avatar
October 2009
2 Posts
Code:
@name Halo
@inputs I
@outputs CircleRadius Time
@persist X5 Y5
@trigger

interval(10)

if(first()) {
holoCreate(9)
holoModel(9,"hqtorus2") #Halo :D
holoScale(9,vec(1,1,1))
holoMaterial(9,"models/debug/debugwhite")

}

holoPos(9,owner():shootPos()+vec(X5,Y5,10))
if(I < 180) {I++}
if(I == 180) {I = -180}
holoAng(9,ang(0,Time*2.5,180))

Time=Time+1
Well this is my problem.. I tried using this guys Halo - E2 But when i go to spawn it I get a few different problems. When i try to fix it, it has more various problems. I just have a question, does E2 recognize the "Holo" commands? Because for me the text is red. I spawn it nothing happends just a few errors.

Edited : I'm formatively new to garry's mod itself, E2 looked like you could do some cool shit so i was wantin to learn what i could do with it. For now I'm just experimenting with premades to learn some stuff :D. Also If anyone could teach or mentor me about the basics of E2 that would be great.
 Post #85
 6th November 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
*code*

Well this is my problem.. I tried using this guys Halo - E2 But when i go to spawn it I get a few different problems. When i try to fix it, it has more various problems. I just have a question, does E2 recognize the "Holo" commands? Because for me the text is red. I spawn it nothing happends just a few errors.

Edited : I'm formatively new to garry's mod itself, E2 looked like you could do some cool shit so i was wantin to learn what i could do with it. For now I'm just experimenting with premades to learn some stuff :D. Also If anyone could teach or mentor me about the basics of E2 that would be great.
if the E2 commands turn red that means you don't have the latest version of Wiremod. Get it using SVN. Here's an SVN tutorial: http://www.facepunch.com/showthread.php?t=688324
 Post #86
 6th November 2009
Syntax 3rror's Avatar
September 2009
64 Posts
Ive being trying to find out how to make a minigun that fires one barrel at a time when it gets to the top using e2 but ive had no clue......DX

anyone able to help??? :D
 Post #87
 6th November 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
Here's a REALLY old minigun code I found lying around my E2 folder. It can be optimized in loads of way but it should do for now.
Code:
@name Minigun
@inputs Gyro On
@outputs G1 G2 G3 G4 G5 G6 G7 G8
@persist

if (On) {
    if (Gyro > -25 & Gyro < 20) {G1 = 1} else {G1 = 0}
    if (Gyro > 25 & Gyro < 65) {G2 = 1} else {G2 = 0}
    if (Gyro > 70 & Gyro < 90) {G3 = 1} else {G3 = 0}
    if (Gyro > 115 & Gyro < 155) {G4 = 1} else {G4 = 0}
    if (Gyro > 160 | Gyro < -160) {G5 = 1} else {G5 = 0}
    if (Gyro > -155 & Gyro < -115) {G6 = 1} else {G6 = 0}
    if (Gyro > -90 & Gyro < -70) {G7 = 1} else {G7 = 0}
    if (Gyro > -65 & Gyro < -25) {G8 = 1} else {G8 = 0}
} else {
G1 = 0
G2 = 0
G3 = 0
G4 = 0
G5 = 0
G6 = 0
G7 = 0
G8 = 0
}
 Post #88
 7th November 2009
Syntax 3rror's Avatar
September 2009
64 Posts
ok thanks.......how do i wire it? lol :P
 Post #89
 7th November 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
ok thanks.......how do i wire it? lol :P
It should be pretty self explanatory...
On to a toggled input/button. Gyro to the gyroscope, and all the turrets to G1-8...
 Post #90
 13th November 2009
GDJona's Avatar
October 2009
2 Posts
That's a lot. :D
But just so you know, that Prop Circle E2 sucks. I've already made one that can use an unlimited amount of props.
And to anyone who asks, I didn't make "MetadorForAll"

Edit:
Code:
@name E2 Gyroscope
@inputs Ent:entity OffsetPitch OffsetYaw OffsetRoll OffsetAngle:angle
@outputs Pitch Yaw Roll Angle:angle PitchVel YawVel RollVel AngleVel:angle
runOnTick(1)
#If Ent is wired, use that, else use the E2 itself:
En = (Ent ? Ent : entity())
#Set the offset (and prioratize the :angle input over numeric inputs):
Offset = (OffsetAngle ? OffsetAngle : ang(OffsetPitch,OffsetYaw,OffsetRoll) )
#Get the angle:
Angle = En:angles() + Offset
#Get the angle velocity:
AngleVel = En:angVel()
#Numeric outputs:
Pitch = Angle:pitch()
Yaw = Angle:yaw()
Roll = Angle:roll()
PitchVel = AngleVel:pitch()
YawVel = AngleVel:yaw()
RollVel = AngleVel:roll()
1.) Is this tested? Does it work like an Adv. Gyroscope?

Is there an activating sequence on this gyro? Like the standard Adv Gyro it has the option to wire Activate To a Constant value or a key on the pod? Also is it possible to put The Pitch Yaw Roll Multipliers in it also?
So we can stabilize the rate it turns at?
 Post #91
 13th November 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
1.) Is this tested? Does it work like an Adv. Gyroscope?

Is there an activating sequence on this gyro? Like the standard Adv Gyro it has the option to wire Activate To a Constant value or a key on the pod? Also is it possible to put The Pitch Yaw Roll Multipliers in it also?
So we can stabilize the rate it turns at?
- I don't think I tested it, but it should work.
- What's an "Adv. Gyroscope"? It's not in the wire SVN.
- No, it doesn't have an off button. But I can easily throw one in if you really want it.
- A Gyro isn't meant to output the thrust required to stabilize a contraption.
 Post #92
 13th November 2009
ThisIsMyUsername's Avatar
February 2009
418 Posts
Okay, cool idea (another applyforce thing). Basically, it's Balls of steel, except instead of zombie sounds, it uses the Hax! sound(vo/npc/male01/hacks01.wav) and it only needs one prop. Instead of crouching, it's e+mouse1. Thanks!

Edited:

Also, Hooray 3rd page!
Please?

Edited:

Also, my expression 2 is messed up now. Whenever I try to spawn an e2, it says "Loading extensions. Please try again in a few seconds..." and when I open up the editor all funtions are shown in red. Help?
 Post #93
 13th November 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
Err just edit the balls of steel sound file path...

Also, my expression 2 is messed up now. Whenever I try to spawn an e2, it says "Loading extensions. Please try again in a few seconds..." and when I open up the editor all funtions are shown in red. Help?
Are you sure you're using the latest SVN version of wiremod?
 Post #94
 14th November 2009
Caliginous's Avatar
February 2009
23 Posts
I'm looking for an expression/expressions that would make multiple objects orbit me until I gave a command like .go. then they would fire at where ever my crosshair was, then return to me a few seconds after hitting the target.

Also, it would be better is it would be activated by mouse, but i tried the mouse activated one like this that only had one prop, and I could never get it to shoot off. I put the expression on the ground, the prop orbited me, so I took out various weapons, pressed Mouse2, but nothing happened D: If you could maybe tell me what I'm doing wrong though, i would prefer mouse activated : )


Thanks for this awesome thread E2 Geniuses! :D
 Post #95
 14th November 2009 Last edited by ThisIsMyUsername; 14th November 2009 at 05:17PM..
ThisIsMyUsername's Avatar
February 2009
418 Posts
Are you sure you're using the latest SVN version of wiremod?
I just redownloaded the latest svn version. Still problems.
 Post #96
 14th November 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
I'm looking for an expression/expressions that would make multiple objects orbit me until I gave a command like .go. then they would fire at where ever my crosshair was, then return to me a few seconds after hitting the target.
You're saying you already made an e2 that does this, so why ask for one?

Also, it would be better is it would be activated by mouse, but i tried the mouse activated one like this that only had one prop, and I could never get it to shoot off. I put the expression on the ground, the prop orbited me, so I took out various weapons, pressed Mouse2, but nothing happened D: If you could maybe tell me what I'm doing wrong though, i would prefer mouse activated : )
I can't tell you what you're doing wrong if I don't know what you're doing.
Post your code.
 Post #97
 14th November 2009 Last edited by Caliginous; 14th November 2009 at 10:22PM..
Caliginous's Avatar
February 2009
23 Posts
You're saying you already made an e2 that does this, so why ask for one?



I can't tell you what you're doing wrong if I don't know what you're doing.
Post your code.
I never said I made an E2 that did that... I was asking if someone could make something to that effect.


And never mind, I was being stupid and not reading what the code said, so I can use a mouse aimed... er prop thrower... so never mind the whole thing.
 Post #98
 16th November 2009
Ezhik's Avatar
April 2009
4,090 Posts
Simple code for servers that let anyone enter your seats, I got it from someone but I don't remember who, I added a few things too but I have not tested this since a few major wiremod changes.
Code:
@name AHC
@inputs Pod:wirelink
@outputs 
@persist 
@trigger all

interval(100)

#Anti-Hijacker Code

if(Pod:entity("Entity"):driver():steamID() != owner():steamID() & Pod:number("Active") >= 1) {
Pod:printDriver("Terminated for trying to steal "+owner():name()+"'s vehicle.")
print(Pod:entity("Entity"):driver():name()+" tried to steal your vehicle.")
Pod:setNumber("Terminate", 1)
} else {
Pod:setNumber("Terminate", 0)
}
Can you make the opposite?
 Post #99
 16th November 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
Can you make the opposite?
What? To let anyone enter your chair? Easy. Just delete the E2. Or don't spawn it in the first place.
 Post #100
 16th November 2009
ThisIsMyUsername's Avatar
February 2009
418 Posts
Just redownloaded again. Still problems. D:
 Post #101
 16th November 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
Just redownloaded again. Still problems. D:
Make sure the server you're playing on has the latest SVN version of Wiremod.
Make sure none of your addons are conflicting with Wiremod.
 Post #102
 22nd November 2009
ThisIsMyUsername's Avatar
February 2009
418 Posts
Bump. How did this get to the second page?
 Post #103
 22nd November 2009 Last edited by Sieze; 22nd November 2009 at 09:32AM.. (extra info)
Sieze's Avatar
November 2009
39 Posts
im realy newbish at e2 but i was wandering if its possible to have an e2 have the world xyz
values much like the space build turret mount so i dont have to use a gajillion gates idrealy apriciate it.

the sb turret mouint allows you to wire up a beacon sensor and then have it follow players
every time i got on sb i would make one and i loved it so much then i got windows seven
and i dont want sb on my pc enymore i just have phx and wiremod svn and some ssweps
and my games load ALOT faster.
So PLZZZZZZZ make me an expression 2 that can do this:
Be wired to a beacon sensors x,y,z values
be wired to an adv duplicator

well if your not getting my drift im trying to make a mouse aimed turret :3 but i dont want to
use someone elses thats already been made i want to make my own. (as in looks wise)

Edited:

Can I have an e2 that makes electrons float around me like I am some kind of atom? :D

Edited:

Is it possible to make it so when I crouch it puts a box around me?
i can do that with wire holoemitters a old friend of myn gave me a code for it but he hasnt been on in like a year :/
 Post #104
 22nd November 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
Bump. How did this get to the second page?
I'd rather not bump it too often. Moderators might get pissed off. I've decided to bump it every 2 weeks unless someone else does before then (same for my SVN Tutorial thread).

Edited:

im realy newbish at e2 but i was wandering if its possible to have an e2 have the world xyz
values much like the space build turret mount so i dont have to use a gajillion gates idrealy apriciate it.

the sb turret mouint allows you to wire up a beacon sensor and then have it follow players
every time i got on sb i would make one and i loved it so much then i got windows seven
and i dont want sb on my pc enymore i just have phx and wiremod svn and some ssweps
and my games load ALOT faster.
So PLZZZZZZZ make me an expression 2 that can do this:
Be wired to a beacon sensors x,y,z values
be wired to an adv duplicator

well if your not getting my drift im trying to make a mouse aimed turret :3 but i dont want to
use someone elses thats already been made i want to make my own. (as in looks wise)

Edited:



i can do that with wire holoemitters a old friend of myn gave me a code for it but he hasnt been on in like a year :/
http://www.facepunch.com/showpost.ph...7&postcount=67
Although those use a chair, not a beacon sensor.
If you're not good enough at E2 to edit those codes to work the way you want, respond to this thread again and I'll make them do so.
 Post #105
 23rd November 2009
Sieze's Avatar
November 2009
39 Posts
I'd rather not bump it too often. Moderators might get pissed off. I've decided to bump it every 2 weeks unless someone else does before then (same for my SVN Tutorial thread).

Edited:



http://www.facepunch.com/showpost.ph...7&postcount=67
Although those use a chair, not a beacon sensor.
If you're not good enough at E2 to edit those codes to work the way you want, respond to this thread again and I'll make them do so.
Thanks ill try it ouit :)
 Post #106
 25th November 2009
cruiser97's Avatar
April 2009
16 Posts
Ok, so I've been trying to make a menu-like system in order to trigger certain events. In the e2 I have below it's just turning a light on and off. The only problem is that i can't get it to work. It seems to be the ~Num1 part because if I take that out and use toggled Numpad Inputs then it works, but I would prefer to use nontoggled inputs because toggled just seems to make everything more complicated. It is a two part menu. You have 2 options(Light1 or Light2), you select one then that menu disappears and the second menu appears, then you select another option(On or Off). That's how it's supposed to work. However, the first Hud never disappears to get to the second part of the menu. I just don't understand why ~Num1 wont work. Do you have any suggestions? Or maybe an old e2 that i can look at to go off of?

Code:
@name HUD Test
@inputs Num1 Num2
@outputs Light1 Light2 HideHUD12 HideHUDab
@persist 
@trigger 

runOnTick(1)

Light1 = 0
Light2 = 0
HideHUD12 = 0
HideHUDab = 1


if(Num1 & ~Num1 & HideHUDab) {
    HideHUD12 = 1
    HideHUDab = 0
    if(Num3 & HideHUD12) {
        Light1 = 1
        HideHUD12 = 0
        HideHUDab = 1
    }
    elseif(Num4 & HideHUD12) {
        Light1 = 0
        HideHUD12 = 0
        HideHUDab = 1
    }
}

if(Num2 & ~Num2 & HideHUDab) {
    HideHUD12 = 1
    HideHUDab = 0
    if(Num1 & ~Num1 & HideHUD12) {
        Light2 = 1
        HideHUD12 = 0
        HideHUDab = 1
    }
    elseif(Num2 & ~Num2 & HideHUD12) {
        Light2 = 0
        HideHUD12 = 0
        HideHUDab = 1
    }
}
 Post #107
 26th November 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
Ok, so I've been trying to make a menu-like system in order to trigger certain events. In the e2 I have below it's just turning a light on and off. The only problem is that i can't get it to work. It seems to be the ~Num1 part because if I take that out and use toggled Numpad Inputs then it works, but I would prefer to use nontoggled inputs because toggled just seems to make everything more complicated. It is a two part menu. You have 2 options(Light1 or Light2), you select one then that menu disappears and the second menu appears, then you select another option(On or Off). That's how it's supposed to work. However, the first Hud never disappears to get to the second part of the menu. I just don't understand why ~Num1 wont work. Do you have any suggestions? Or maybe an old e2 that i can look at to go off of?

*code*
What other components is this going to use? Some sort of HUD drawing thing?
 Post #108
 27th November 2009
cruiser97's Avatar
April 2009
16 Posts
What other components is this going to use? Some sort of HUD drawing thing?
Oh, sorry. Um no. It just uses the wire HUD Indicators. It supposed to trigger them on and off when necessary.
 Post #109
 27th November 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
Oh, sorry. Um no. It just uses the wire HUD Indicators. It supposed to trigger them on and off when necessary.
So you just want the E2 to be a dual Toggle chip?

Code:
@name Toggle
@inputs Toggle1 Toggle2
@outputs Value1 Value2
if (~Toggle1 & Toggle1) {Value1 = !Value1}
if (~Toggle2 & Toggle2) {Value2 = !Value2}
 Post #110
 29th November 2009
Dennab
February 2008
894 Posts
Can I have a multi step elevator chip? AKA: when you entered a input, it would slowly (or Not) move to a different Z value, up or down. So
Input 1 = 100 Units
Input 2 = 200 Untis
Ect.
 Post #111
 30th November 2009
cruiser97's Avatar
April 2009
16 Posts
So you just want the E2 to be a dual Toggle chip?
I guess but more complex. See, I want a chip that does something after a specific set of events such as this:
1. The main HUD is displayed
-Number 1 is pushed. (By using an external Numpad InPut)
-This is one option of many
2. Main HUD disappears, Secondary HUD appears
-Number 2 is pushed (Again Numpad)
-And again, one option of many
3. Action occurs (something that you wanted the chip to do by selecting those series of options)
4. Main HUD reappears (so process can be repeated, but by selecting different options if desired)

The ~ part of the chip i was speaking of earlier was just a problem i was running into. Every time i used the ~ symbol, to use a nontoggled input as a toggled one inside the chip, the e2 wouldn't run correctly. I would never get to step 2 in the chip. I don't know how else to explain it. I dont want the e2 to display the HUD's themselves, but to tell the external items (HUD indicator, Light Bulbs) when to turn on/off.

If you have any other questions or are just not getting what i'm saying then I'll try to explain it again. Thanks for trying and if you cant figure it out than that's fine. I just thought I would ask if you knew what the problem is that I'm running in to.
 Post #112
 30th November 2009 Last edited by Divran; 30th November 2009 at 10:12AM..
Gold Member
Divran's Avatar
April 2008
4,474 Posts
Can I have a multi step elevator chip? AKA: when you entered a input, it would slowly (or Not) move to a different Z value, up or down. So
Input 1 = 100 Units
Input 2 = 200 Untis
Ect.
Code:
@inputs B1 B2 B3 B4
@outputs Value
if (B1) {Value = 0}
if (B2) {Value = 100}
if (B3) {Value = 200}
if (B4) {Value = 300}
if (B5) {Value = 400}
And then just use a smoother.

Edit:
Cruiser, having another go at it.
Code:
@name Thing
@inputs Btn1 Btn2
@outputs Value1 Value2
if (first()|duped()) {Value1 = 1}
if (Value1 & ~Btn2 & Btn2) {
    Value1 = 0
    Value2 = 1
} elseif (Value2 & ~Btn1 & Btn1) {
    Value1 = 1
    Value2 = 0
}
 Post #113
 30th November 2009 Last edited by cruiser97; 30th November 2009 at 10:40PM..
cruiser97's Avatar
April 2009
16 Posts
Cruiser, having another go at it.
This might work for me. It is a slightly different format than my original. I'll apply it and see if i can get it to work. Thanks

Edit: Thank you. It took some messing with but i finally got it to work.
 Post #114
 1st December 2009
Gold Member
xxncxx's Avatar
June 2008
3,148 Posts
VTOL E2 Chip, GO!!!
 Post #115
 2nd December 2009
Dennab
February 2008
894 Posts
VTOL E2 Chip, GO!!!
You mean a chip that flies like a helicopter, but switches to a plane when you give it a input? Sound useful. seconded.
 Post #116
 3rd December 2009
jrod's Avatar
December 2009
14 Posts
hey can u make me this e2 that my friend had it was a ball that when you touched it it would make a box around you with a picture of a cat that was screaming the scary maze noise
 Post #117
 3rd December 2009
Balto-the-Wolf-Dog's Avatar
June 2009
831 Posts
You mean a chip that flies like a helicopter, but switches to a plane when you give it a input? Sound useful. seconded.
This seams much win and i do want
 Post #118
 3rd December 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
I'm not very good at VTOLs. I might try making one some other time..

jrod: http://www.wiremod.com/forum/contrap...een-e2-xd.html
Though I've looked at that code and it's very unoptimized and not too good....
 Post #119
 3rd December 2009
Sanford's Avatar
February 2009
158 Posts
Just a curiosity of mine since I play a lot of spacebuild and I get tired of having a large panel crowded with buttons and screens/indicators for life support systems. Is there anyway to use an E2 chip to start of chain of events like the following. Fusion Generator startup, three-five seconds later the natural gas extractors start up, three seconds later the gas processors start up, three seconds later the methane rehydrators and deuterium/tritium inverters start up (maybe two oxygen compressors also), and after oxygen levels reach 112,000 it starts up the first climate regulator then waits for the oxygen to build up again and start up another climate regulator (maybe support for up to four climate regulators.). Could this be done in E2 where all I need to start that chain of events is a toggle button?
 Post #120
 3rd December 2009
Gold Member
Kybalt's Avatar
July 2008
7,153 Posts
Just a curiosity of mine since I play a lot of spacebuild and I get tired of having a large panel crowded with buttons and screens/indicators for life support systems. Is there anyway to use an E2 chip to start of chain of events like the following. Fusion Generator startup, three-five seconds later the natural gas extractors start up, three seconds later the gas processors start up, three seconds later the methane rehydrators and deuterium/tritium inverters start up (maybe two oxygen compressors also), and after oxygen levels reach 112,000 it starts up the first climate regulator then waits for the oxygen to build up again and start up another climate regulator (maybe support for up to four climate regulators.). Could this be done in E2 where all I need to start that chain of events is a toggle button?
Short answer, yes.

Long answer, yeeeeeees, and it wouldn't even be that hard really.
Reply

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