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 Post #201
 25th December 2009
ThisIsMyUsername's Avatar
February 2009
418 Posts
I made something like that a while ago:
Controls:
Use: Create square
Mouse2: Change color
It will also parent the holograms to what you click Use on if it is an entity.
Code:
@name Square Drawer
@persist Step StartPos:vector Angle:angle HoloCount ColorCount ColorList:array
@trigger 
if (first()|duped()) {
    #Crosshair
    holoCreate(0)
    holoScale(0,vec(2,2,2)/12)
    holoModel(0,"hqicosphere")
    holoMaterial(0,"models/debug/debugwhite")
    runOnTick(1)
    HoloCount = ColorCount = 1
    
    #Colors
    ColorList[1,vector] =   vec()
    ColorList[2,vector] =   vec(255,255,255)
    ColorList[3,vector] =   vec(255,0,0)
    ColorList[4,vector] =   vec(0,255,0)
    ColorList[5,vector] =   vec(0,0,255)
    ColorList[6,vector] =   vec(0,255,255)
    ColorList[7,vector] =   vec(255,0,255)
    ColorList[8,vector] =   vec(255,255,0)
    ColorList[9,vector] =   vec(100,40,40)
    ColorList[10,vector] =  vec(40,100,40)
    ColorList[11,vector] =  vec(40,40,100)
    
    holoColor(0,ColorList[ColorCount,vector])
}
holoPos(0,owner():aimPos())
Use = owner():keyUse()
M2 = owner():keyAttack2()
if (changed(M2) & M2) {
    ColorCount++
    if (ColorCount>ColorList:count()) {ColorCount = 1}
    holoColor(0,ColorList[ColorCount,vector])
}

if (changed(Use) & Use) {
        if (Step == 0) {
        HoloCount++
        if (HoloCount>50) {HoloCount=1}
        StartPos = owner():aimPos()
        holoCreate(HoloCount)
        holoMaterial(HoloCount,"models/debug/debugwhite")
        holoColor(HoloCount,ColorList[ColorCount,vector])
        holoAng(HoloCount,ang())
        Step = 1
        if (owner():aimEntity()) {
            holoParent(HoloCount,owner():aimEntity())
        }
    } elseif (Step == 1) {
        if (owner():aimEntity()) {
            holoParent(HoloCount,owner():aimEntity())
        }
        Step = 0
    }
}
if (Step == 1) {
    holoPos(HoloCount,(StartPos+owner():aimPos())/2)
    Scale = (StartPos-owner():aimPos())
    Scale = clamp(positive(Scale),vec(2,2,2),positive(Scale))
    holoScaleUnits(HoloCount,Scale*1.04)
}
Omg, you're awesome. Now I was wondering, do you think you could make angel wings? Like holograms coming out of your playermodel that look like angel wings? Thanks.
 Post #202
 25th December 2009
ThisIsMyUsername's Avatar
February 2009
418 Posts
Oh, by the way, someone included your crowbar hax e2 in a pack http://www.garrysmod.org/downloads/?a=view&id=84586
 Post #203
 25th December 2009 Last edited by Divran; 25th December 2009 at 03:42PM..
Gold Member
Divran's Avatar
April 2008
4,474 Posts
Oh, by the way, someone included your crowbar hax e2 in a pack http://www.garrysmod.org/downloads/?a=view&id=84586
lol
 Post #204
 26th December 2009
Roflc0pter's Avatar
December 2009
76 Posts
Could you make an e2 that displays everybodys name and there ping,

Could you make an e2 that display the owner of a hologram (if you look at it )
 Post #205
 26th December 2009
lavacano's Avatar
October 2008
1,837 Posts
Could you make an e2 that displays everybodys name and their ping,
Not possible.

Could you make an e2 that display the owner of a hologram (if you look at it )
Also not possible, but this one can have something close. An E2 that can display who owns what hologram at the press of a keyboard. (Involves binding and hideChat(1))

I'd make it if I knew what all the hologram functions were off hand.
 Post #206
 26th December 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
Could you make an e2 that display the owner of a hologram (if you look at it )
Code:
wire_holograms_display_owners 1
Edited:

Also not possible, but this one can have something close. An E2 that can display who owns what hologram at the press of a keyboard. (Involves binding and hideChat(1))

I'd make it if I knew what all the hologram functions were off hand.
That is possible, but because of the console command it's really pointless.
 Post #207
 26th December 2009
lavacano's Avatar
October 2008
1,837 Posts
Code:
wire_holograms_display_owners 1
Edited:



That is possible, but because of the console command it's really pointless.
After chugging some Mountain Dew (halfway downed a 2-liter), I remember runOnTick() and detecting a change.
 Post #208
 27th December 2009
ThisIsMyUsername's Avatar
February 2009
418 Posts
Yay! I made my first holo e2 :D
Code:
@name Halo
@persist 
@trigger 
O = owner()
holoCreate(1,O:pos()+vec(0,0,75))
holoModel(1, "torus3") 
holoColor(1,vec(255,255,0))
holoMaterial(1,"models/debug/debugwhite")
holoAng(1,O:angles())

holoParent(1,O)
 Post #209
 27th December 2009
Xybjj's Avatar
March 2009
675 Posts
Wassup Divran!

I'm trying to learn E2, so I tried making a basic owner-says-trigger-phrase-and-turns-on-a-light E2, but I kept getting paranthesis errors EVEN THOUGH I SEE NOTHING WRONG and it's driving me nuts.

Code:
@name Quantum Physics!
@inputs
@outputs Light
@persist 
@trigger 

if(chatClk() & LastSaid:string(1):lower())=="quantum physics"{
Light=1} else {Light=0}
When I say quantum physics, it's supposed to turn on a light. What did I do wrong?

Edited:

Fixed it.

Code:
@name Chat Trigger
@inputs 
@outputs Light
@persist Light
@trigger 

runOnChat(1)

if(chatClk() & lastSaid():lower()=="quantum physics")
{Light=255} else {Light=0}
First E2 chip with more than 2 lines!
 Post #210
 27th December 2009 Last edited by Divran; 27th December 2009 at 03:28PM..
Gold Member
Divran's Avatar
April 2008
4,474 Posts
Fixed it.

*code*

First E2 chip with more than 2 lines!
That will only keep the light on as long as the last thing you said was "quantum physics". If anyone on the server says anything else, the light will turn off.

Use this: (EDIT: Or you could do it your way and put "if (chatClk() & lastSaid()...")
Code:
@outputs Light
runOnChat(1)
if (chatClk(owner())) { #If you were the one talking
    if (lastSaid():lower() == "quantum physics") { #If you said the right command
        Light = (Light == 255 ? 0 : 255) #Toggle the light
    }
}
If you don't understand the "? :" bit, it's like this
Code:
A = ( Boolean ? Var1 : Var2 )
#is the same as writing
if (Boolean) {
A = Var1
} else {
A = Var2
}
It's just a lot shorter to write.
 Post #211
 28th December 2009
XanyholesagoalX's Avatar
July 2009
230 Posts
hello Divran, i got a request for an e2 chip.
could you try make a chip i could use for my NON vtol jet fighter on the nodex server, or give a link to one someone else has already made.

thanks xV AL13N Xv aka XanyholessagoalX
 Post #212
 28th December 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
hello Divran, i got a request for an e2 chip.
could you try make a chip i could use for my NON vtol jet fighter on the nodex server, or give a link to one someone else has already made.

thanks xV AL13N Xv aka XanyholessagoalX
http://www.wiremod.com/forum/contrap...tml#post141172
 Post #213
 28th December 2009 Last edited by XanyholesagoalX; 28th December 2009 at 12:21PM.. (easier than posting another reply)
XanyholesagoalX's Avatar
July 2009
230 Posts

thanks looking at it now

[edit] right looked at it but i was thinking more wsad because mouse controlled aircraft are near to impossible on a laptop.
 Post #214
 28th December 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
thanks looking at it now

[edit] right looked at it but i was thinking more wsad because mouse controlled aircraft are near to impossible on a laptop.
Get a mouse for your laptop then. Any game is impossible with a touch pad or one of those red dot things.

But yeah I was going to make a WASD controlled ship for another guy in this thread as well.
 Post #215
 28th December 2009 Last edited by Divran; 28th December 2009 at 06:49PM..
Gold Member
Divran's Avatar
April 2008
4,474 Posts
This thing is epic.
Basically, I looked at Techni's code for 3D flight and rewrote it from scratch. The code is nearly exactly the same though... The differences are
- I have added some more variables for easy configuration.
- I never made angular speed limitation, like Techni had (If you want it I could try putting it back in)
- Mine comes with instructions :)

I'll probably be putting this on my E2 Release Thread soon as well (with a dupe of a test ship - a flying square).

Code:
@name Ship Control
@inputs [Pod Cam]:wirelink EyePod:vector2 E:entity
@outputs DesiredSpeed Speed KMH MPH
#Variables
@persist [Quat DesiredQuat]:quaternion DesiredSpeed Speed Mul1 Mul2
#Options 
    #Speed
@persist MaxSpeed AccSpeed DeaccSpeed DesiredSpeedMul
@persist PitchSpeed YawSpeed RollSpeed
    #Mouse
@persist AimToggle InvertMousePitch InvertMouseYawRoll MousePitchSpeed MouseYawSpeed MouseRollSpeed BaseSpeedMul BaseSpeedPow
    #Misc 
@persist InvertPitch InvertYawRoll Zoom Scroller AproxShipSize

if (first()|clk("dupe")) {
    
    ####
    # Ship Control
    # Made by Divran (With help from Techni with quaternions)
    # http://www.wiremod.com/forum/custom-gates/16081-divrans-e2-contraptions-thread.html
    ####
    concmd("say Ship Control - Made by Divran (And Techni)")
    
    
    #Multipliers - NOTE: You will have to change these if you use a different prop than a PHX 4x4 plate.
    Mul1 = 1000
    Mul2 = 20
    
    #Speed options
    MaxSpeed = 100      #This is not in units or anything. It's just a multiplier. (must be positive) 
                        #(I made it 100 to make it work good for percentages and stuff.)
    BaseSpeedMul = 0.25 #Base Speed Multiplier
    BaseSpeedPow = 2    #Speed to the power of...
    #Note that the speed formula is..
    #(Speed / BaseSpeedMul ) ^ BaseSpeedPow
    #I did this so that the speed increases exponentially as you increase DesiredSpeed. If you don't want the speed to increase exponentially, just change BaseSpeedPow to 1
    AccSpeed = 0.25     #How fast the speed multiplier rises (must be positive)
    DeaccSpeed = -0.25  #How fast the speed multiplier drops (must be negative)
    DesiredSpeedMul = 10 #How much the Desired Speed changes when you use the scroller on your mouse
    
    PitchSpeed = 1.4    #Pitch multiplier
    YawSpeed = 1.4      #Yaw multiplier
    RollSpeed = 1.4     #Roll Multiplier
    
    #Inverting options
    InvertPitch = 1     #If this is 0, W is up and S is down. If this is 1, it's inverted.
    InvertYawRoll = 0   #If this is 0, A/D controls roll, and Shift+A/D controls yaw. If this is 1, it's inverted.
    
    #Mouse Aim Options
    AimToggle = 0           #If this is 1, enable mouse control
    InvertMousePitch = 0    #Invert up/down
    InvertMouseYawRoll = 0  #If this is 1, moving the mouse left/right will control yaw. If this is 0, it will control roll.
    MousePitchSpeed = 0.2   #Pitch multiplier
    MouseYawSpeed = 0.2     #Yaw multiplier
    MouseRollSpeed = 0.2    #Roll multiplier
    
    #Camera Options
    Zoom = 500          #The bigger this is, the further away the camera is.
    AproxShipSize = 100 #Change this to the aproximate ship size, or else 
                        #the camera might get stuck inside the ship (!!!)
                        #It is used for the E2 Ranger which checks for walls behind the camera
                        #so that your camera does not get stuck under the ground if you fly around in enclosed spaces.
    
    
    #No Scroller?
    Scroller = 1        #If this is 1, use the scroller to accelerate and decelerate. If this is 0, use Mouse1 and Mouse2 instead.
    
#    Instructions:
#        How to spawn:
#        1: Spawn a prop
#        2: Spawn a chair, Adv Pod Controller, Cam Controller, Entity marker, and the E2 on the prop.
#        3: Link the Adv Pod Controller and the Cam Controller to the chair, and the Entity Marker to the prop.
#        4: Get the "Expression 2 - Wirelink" tool.
#        5: Left click the Adv Pod controller and Cam Controller with the Wirelink tool.
#        6: Wire "Pod" and "Cam" of the E2 to the new Wirelink outputs which you created with the Wirelink tool in step 5.
#        7: Wire "E" of the E2 to the entity marker.
#        8: Change the multipliers and options if necessary.
#        
#        Controls:
#        WASD to move
#        Space to fly up
#        Alt to fly down
#        Hold R for free camera
#        Use the scroller on your mouse to accelerate and decelerate. (Have no scroller? Can be changed to use Mouse1 and Mouse2 in Options above)
#        Shift changes Yaw and Roll temporarily.
    
    # DON'T CHANGE ANYTHING BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING.
    ##########################################################################
    runOnTick(1)
    
    #Starting Variables
    DesiredQuat = quat(E) 
    Cam["Parent",entity] = E
    

    #Message
    if (E) {
        print("READY FOR USE.")
        E:setMass(50000)
    } else {
        print("Invalid entity.")
        timer("dupe",5000)
    }
}
if (duped()) {timer("dupe",1000)}
Active = Pod["Active",number]
if (changed(Active)) {Cam["Activated",number] = Active}
if (Active) {
    #WASD Controls
    W = Pod["W",number]
    A = Pod["A",number]
    S = Pod["S",number]
    D = Pod["D",number]
    Shift = Pod["Shift",number]
    R = Pod["R",number]
    Space = Pod["Space",number]
    NextWeapon = Pod["NextWeapon",number]
    PrevWeapon = Pod["PrevWeapon",number]
    Mouse1 = Pod["Mouse1",number]
    Mouse2 = Pod["Mouse2",number]
    Alt = Pod["Alt",number]
    
    #Quaternions
    Pitch = qRotation(DesiredQuat:right(),((InvertPitch ? S-W : W-S))*PitchSpeed+EyePod:y()*MousePitchSpeed*(InvertMousePitch ? -1 : 1))
    Yaw = qRotation(DesiredQuat:up(),((InvertYawRoll ? !Shift : Shift) ? (A-D)*YawSpeed : 0)+(InvertMouseYawRoll ? -EyePod:x() : 0)*MouseYawSpeed)
    Roll = qRotation(DesiredQuat:forward(),((InvertYawRoll ? Shift : !Shift) ? (D-A)*RollSpeed : 0)+(!InvertMouseYawRoll ? EyePod:x() : 0)*MouseRollSpeed)
    DesiredQuat = (Pitch*Yaw*Roll) * DesiredQuat
    if (Shift & R) {DesiredQuat = quat(-E:angles())}
    V = E:toLocal(rotationVector(DesiredQuat/quat(E))+E:pos())
    E:applyTorque((V*Mul1-E:angVelVector()*Mul2)*E:inertia())
    
    #Flight
    SpeedChange = (Scroller ? (changed(PrevWeapon) & PrevWeapon)-(changed(NextWeapon) & NextWeapon) : (changed(Mouse1) & Mouse1) - (changed(Mouse2) & Mouse2))
    DesiredSpeed=clamp(DesiredSpeed+SpeedChange*DesiredSpeedMul,0,MaxSpeed)
    Speed=clamp(Speed+clamp((DesiredSpeed-Speed),DeaccSpeed,AccSpeed),0,MaxSpeed)
    E:applyForce((E:forward()*(Speed*BaseSpeedMul)^BaseSpeedPow+E:up()*(Space-Alt)*20-E:vel()*0.1)*E:mass())
    
    #Camera Controller
    Ply = Pod["Entity",entity]:driver()
    Position = E:toWorld(E:boxCenter()) - DesiredQuat:forward() * Zoom + DesiredQuat:up() * Zoom/4
    CamRanger = rangerOffset(E:toWorld(E:boxCenter())+(Position-E:toWorld(E:boxCenter())):normalized()*AproxShipSize,Position)
    if (CamRanger:hit()) {Position = CamRanger:position() + CamRanger:hitNormal() * 50}
    Cam["Position",vector] = Position
    Cam["Angle",angle] = (R ? Ply:eyeAngles() : DesiredQuat:toAngle())
    
    #Misc 
    KMH = toUnit("km/h",E:vel():length())
    MPH = toUnit("m/h",E:vel():length())
} else {
    Speed = DesiredSpeed = 0
    E:applyForce(-E:vel()*0.1*E:mass())
}
 Post #216
 28th December 2009
ThisIsMyUsername's Avatar
February 2009
418 Posts
I'll probably be putting this on my E2 Release Thread soon as well (with a dupe of a test ship - a flying square).
Hey, I tried the holo artillery from that thread, and got this error: sv: Expression 2 (Holo Artillery): SPropProtection/sh_CPPI.lua:52: attempt to index field '?' (a nil value)
 Post #217
 28th December 2009
Gold Member
Divran's Avatar
April 2008
4,474 Posts
Hey, I tried the holo artillery from that thread, and got this error: sv: Expression 2 (Holo Artillery): SPropProtection/sh_CPPI.lua:52: attempt to index field '?' (a nil value)
Your wire is probably at fault. Try updating it.
 Post #218
 29th December 2009 Last edited by woolio1; 29th December 2009 at 06:18PM..
woolio1's Avatar
November 2009
534 Posts
Thanks for the glasses, Divran. Excellent work.
Except for one tiny detail. They appear on top of my head.

Why not code in a line that makes it so they spawn when you look at the horizon, instead of appearing when you place the chip down? I've got a holo-monocle that does that.

Thanks in advance.
 Post #219
 29th December 2009 Last edited by Unlocked; 30th December 2009 at 12:47PM..
Unlocked's Avatar
October 2009
2 Posts
This E2 is made by Whosdr and i dont take credit :) all credit goes to Whosdr

It is a stargate Chat controlled dialer.
It can:
--dial a address with "-dial ADDRESS"
--disable inbound/outbound/all/none with "-disable ONE OF THE 4 THINGS"
--activate iris with "-iris"
--Close the stargate/stop it with "-close"
--give pp to do the commands with "-allow PLAYERNAME"

And it is easy wire up :)

make wirelink to stargate and iris and wire the stargate:wirelink to stargate[wirelink] and iris:wirelink to iris[wirelink]

Code:
@name Stargate Chat Dialer (S.C.D)
@inputs Stargate:wirelink Iris:wirelink
@outputs 
@persist Dial:string
@persist Chevron Open Active Inbound
@persist Permissions Owner:entity Allow:table
@persist Explode:array Disable
@trigger 
runOnChat(1)
if (first() | duped() | ~Stargate) {
Stargate["Dial Mode",number] = 1

Allow[owner():name(),number] = 3

}


if (chatClk()) {
Permissions = Allow[lastSpoke():name(),number]

if (Permissions) {
Owner = lastSpoke()
Explode = Owner:lastSaid():explode(" ")
}

}

if (chatClk(Owner)) {

    if (Explode[1,string] == "-dial" & Permissions >= 2) {
    Dial = Explode[2,string]
    timer("dial",10)
    Chevron = 1
    }

    if (Explode[1,string] == "-disable" & Permissions >= 2) {
    if (Explode[2,string] == "inbound") {
    Disable = 2
    } elseif (Explode[2,string] == "outbound") {
    Disable = 1
    } elseif (Explode[2,string] == "all") {
    Disable = 3
    } elseif (Explode[2,string] == "none") {
    Disable = 0
    } elseif (Explode[2,string]:toNumber()) {
    Disable = Explode[2,string]:toNumber()
    }
    timer("disable",200)}



    if (Explode[1,string] == "-retry" & Permissions >= 2) {
    timer("dial",10)
    Chevron = 1
    }

    if (Owner:lastSaid() == "-close" & Permissions >= 1) {
    Stargate["Close",number] = 1
    timer("close",1000)
    }

    if (Owner:lastSaid() == "-iris" & Permissions) {
    Iris["Activate",number] = !Iris["Activated",number]
    }

    if (Owner:lastSaid():explode(" ")[1,string] == "-allow" & Permissions >= 3) {
    Allow[findPlayerByName(Explode[2,string]):name(),number] = Explode[3,string]:toNumber()
    }

    if (Owner:lastSaid():explode(" ")[1,string] == "-deny" & Permissions >= 3) {
    Allow[findPlayerByName(Explode[2,string]):name(),number] = 0
    }

}

if (chatClk(Owner) & Owner:lastSaid():index(1) == "-") {
hideChat(1)
}


if (clk("dial")) {
    if (Chevron < 7) {
        Stargate["Dial Address",number] = toByte(Dial:index(Chevron))
        Chevron++
        timer("dial",10)
    }else {
    Stargate["Dial Address",number] = 13
    }
}


if (clk("close")) {
Stargate["Close",number] = 0
}




if (clk("disable")) {
    if (Disable) {
        timer("disable",100)
    }
    if (Stargate["Open",number])  {

        if ( (Stargate["Inbound",number] & Disable >= 2) | (!Stargate["Inbound",number] & (Disable == 1 | Disable == 3 ) )  ) {
        Stargate["close",number] = 1
        timer("close",100)

}


    }
}
 Post #220
 30th December 2009 Last edited by Roflc0pter; 30th December 2009 at 08:10PM..
Roflc0pter's Avatar
December 2009
76 Posts
Could you edit this so it accually works?
btw how do you get that grid or box that type e2s in?(lol noob question)








@name 10FloorElevatorController
@inputs B1 B2 B3 B4 B5 B6 B7 B8 B9 B0
@outputs Height
runOnTick(1)

E=entity():isWeldedTo()

E:applyForce(vec(0,0,Height)*E:mass())

if(B0){Height=0}
if(B1){Height=100}
if(B2){Height=200}
if(B3){Height=300}
if(B4){Height=400}
if(B5){Height=500}
if(B6){Height=600}
if(B7){Height=700}
if(B8){Height=800}
if(B9){Height=900}
 Post #221
 30th December 2009
lavacano's Avatar
October 2008
1,837 Posts
Could you edit this so it accually works?
Code:
@name 10FloorElevatorController
@inputs B1 B2 B3 B4 B5 B6 B7 B8 B9 B0 
@outputs Height

if(B0){Height=0}
if(B1){Height=100}
if(B2){Height=200}
if(B3){Height=300}
if(B4){Height=400}
if(B5){Height=500}
if(B6){Height=600}
if(B7){Height=700}
if(B8){Height=800}
if(B9){Height=900}
Should be all you need. Wire a Smoother's A input to Height, and it's Rate input to a Constant Value (I use 50).

Then wire a Hydraulic to the Smoother.

btw how do you get that grid or box that type e2s in?(lol noob question)
[code]Bleh[/code]
 Post #222
 31st December 2009
Carlisle's Avatar
March 2009
1,605 Posts
What functions would I use to change an Entity to a String?

For example, if I took the "Current Target [Entity]" (whatever it's called, it ends in [Entity]), wired that to the E2, and then the Output would be a String of the target's name
 Post #223
 31st December 2009
ThisIsMyUsername's Avatar
February 2009
418 Posts
Your wire is probably at fault. Try updating it.
Nevermind, I found out why. Apparently, simple prop protection doesn't like E2.
 Post #224
 31st December 2009 Last edited by whosdr; 31st December 2009 at 11:25AM..
Gold Member
whosdr's Avatar
July 2008
2,795 Posts
[code]Bleh[/code]
Also note that [noparse][/noparse] will remove the effects of [] tags. (I used 2 lots to make noparse to show up)
 Post #225
 1st January 2010
lavacano's Avatar
October 2008
1,837 Posts
Also note that [noparse][/noparse] will remove the effects of [] tags. (I used 2 lots to make noparse to show up)
Normally I just use [code] tags, but those still interpret tags, so...
 Post #226
 2nd January 2010
jrod's Avatar
December 2009
14 Posts
hey divran i have an e2 request i saw this guy who had an e2 that when he started running around the benny hill song would start playing so i was wondering if anyone had anything like that
 Post #227
 2nd January 2010
Gold Member
Divran's Avatar
April 2008
4,474 Posts
Sorry guys, I've been away for a couple of days. Back now. Prepare for a massive post :)

Thanks for the glasses, Divran. Excellent work.
Except for one tiny detail. They appear on top of my head.

Why not code in a line that makes it so they spawn when you look at the horizon, instead of appearing when you place the chip down? I've got a holo-monocle that does that.

Thanks in advance.
Worked perfectly fine for me. Try a map restart or server restart if the parenting breaks.

Could you edit this so it accually works?
btw how do you get that grid or box that type e2s in?(lol noob question)

*code*
I've already posted an applyForce elevator somewhere in this thread. You could try using that.

What functions would I use to change an Entity to a String?

For example, if I took the "Current Target [Entity]" (whatever it's called, it ends in [Entity]), wired that to the E2, and then the Output would be a String of the target's name
For props, use:
Code:
String = toString(Entity)
For players, use
Code:
String = Entity:name()
For both, use
Code:
if (Entity:isPlayer()) {
    String = Entity:name()
} else {
    String = toString(Entity)
}
Nevermind, I found out why. Apparently, simple prop protection doesn't like E2.
Yes it does. Loads of servers use SPP. Make sure you have the latest SVN version of SPP, then.

hey divran i have an e2 request i saw this guy who had an e2 that when he started running around the benny hill song would start playing so i was wondering if anyone had anything like that
Code:
interval(10)
if (first()) {owner():soundPlay(1,0,"sound file path here")}
soundPitch(1,clamp(owner():vel():length(),0,300))
I have no idea what the file path for the "benny hill" song is.
 Post #228
 2nd January 2010
snipeissilent's Avatar
May 2009
207 Posts
I have a new task, if anyone is up to it.

EXPRESSION'S PURPOSE: To play a Portal sound file (which I'll find) to be used as music in a TWO FLOOR elevator (there's only a top and bottom floor here, folks).

THE EXPRESSION MUST: Play the sound file after pressing ONE OF TWO buttons. The elevator must go up or down, depending on which button is pressed, and the song must play for the duration of the elevator's movement. Once the bottom (if the elevator went down) or top (if the elevator went up) is reached, the sound must then stop playing.

*Optional requirement: If the button for the top floor is pressed but the elevator is on the top floor, the sound must not play..Same goes for the bottom floor.

Should anyone take on this task, a tutorial of how to wire it and what objects are needed (and where to put them) would be appreciated.
 Post #229
 2nd January 2010
zantetzou's Avatar
June 2009
9 Posts
can i request a remote controled flying machine kinda like the one this guy made, would be great for a stargate MALP hahaha

http://www.youtube.com/watch?v=Zjk-l5i5QHk
 Post #230
 3rd January 2010
Balto-the-Wolf-Dog's Avatar
June 2009
831 Posts
May i ask for an expression 2 to applyforce rotate harrier nacelles? (using an entity marker). I've used hydro's but they dont like to stand up to thruster forces.
 Post #231
 4th January 2010
jrod's Avatar
December 2009
14 Posts
hey um does anyone know how to double crouch in gmod cuz this guy was doing it but he wouldn't tell anyone
 Post #232
 4th January 2010
ThisIsMyUsername's Avatar
February 2009
418 Posts
hey um does anyone know how to double crouch in gmod cuz this guy was doing it but he wouldn't tell anyone
1. That's totally offtopic
2. "Double crouch"?
 Post #233
 4th January 2010
masterdoom99's Avatar
December 2006
88 Posts
I think he means to "Go Prone", That action cannot be preformed in gmod, unlike other games such as Dod and Cod.
 Post #234
 4th January 2010
Dennab
January 2010
720 Posts
I think he means to "Go Prone", That action cannot be preformed in gmod, unlike other games such as Dod and Cod.
You believe that? I get it. means to Go Prone That action can not be preformed in gmod unlike other games such as Dod and Cod.
 Post #235
 5th January 2010
ThisIsMyUsername's Avatar
February 2009
418 Posts
You believe that? I get it. means to Go Prone That action can not be preformed in gmod unlike other games such as Dod and Cod.
Why is this freaking bot in every thread I frequent?
 Post #236
 6th January 2010
Putname3145's Avatar
June 2008
27 Posts
Why is this freaking bot in every thread I frequent?
I think it likes you.
I like it
:D
Because it's so... Mark V Shaney.
 Post #237
 10th January 2010
jrod's Avatar
December 2009
14 Posts
hey ummm i got two questions 1 how do you add sounds into your gmod sound files and 2 what is the program called that lets you play music and stuff through your mic but it sounds clear

Edited:

no cuz i saw this guy "going prone" although he called it double crouch in gmod and he could fit into very small spaces he looked wierd when he was doing it though
 Post #238
 10th January 2010
Gold Member
Divran's Avatar
April 2008
4,474 Posts
hey ummm i got two questions 1 how do you add sounds into your gmod sound files and 2 what is the program called that lets you play music and stuff through your mic but it sounds clear
Off topic.

no cuz i saw this guy "going prone" although he called it double crouch in gmod and he could fit into very small spaces he looked wierd when he was doing it though
Not possible with E2.
 Post #239
 10th January 2010
denizine's Avatar
December 2009
252 Posts
I fail. I'm trying to use E1 to make a chip that turns the ship's alarm on when both the stargate iris is closed and the stargate has an incoming wormhole, so i can have iris closed for fun, but not have alarms blaring while i have iris wired to output inbound on gate, or i can open the iris/GDO will open it and alarm turn off.
 Post #240
 10th January 2010
Gold Member
Divran's Avatar
April 2008
4,474 Posts
I fail. I'm trying to use E1 to make a chip that turns the ship's alarm on when both the stargate iris is closed and the stargate has an incoming wormhole, so i can have iris closed for fun, but not have alarms blaring while i have iris wired to output inbound on gate, or i can open the iris/GDO will open it and alarm turn off.
It should be the other way around.. Because you have more cause to worry if the iris is open when there is an incoming wormhole :)

Why are you trying to use E1? E1 is harder than E2, and a thousand times less powerful.

And all you need is a simple And(all) gate.
"A" of and to "Inbound" of the stargate, "B" of and to the Iris.
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