• Engine Mod 09
    167 replies, posted
  • Avatar of Sakarias88
  • This is the new Easy engine thread. The other thread became too big so this is the new thread. [img]http://img199.imageshack.us/img199/314/enginemod.jpg[/img] Video: [media]http://www.youtube.com/watch?v=89lzc0t7FD8[/media] This is the Engine mod addon. You can make cars with no thrusters at all! So how does it work? Basically it's an object you can steer with you movement keys. You can also put parts on such as a radiator, turbo and fuel tank. Here is some screenshots. Menu [img]http://img192.imageshack.us/img192/2252/13608505.jpg[/img] Some parts put together with the engine [img]http://img258.imageshack.us/img258/451/ihopsattamq6.jpg[/img] A finished car [img]http://img192.imageshack.us/img192/328/83796581.jpg[/img] Here is some old videos [media]http://youtube.com/watch?v=DfDfURpXW3E[/media] [media]http://youtube.com/watch?v=iOHF3xU5YAc[/media] [media]http://youtube.com/watch?v=DdCJ8NbsZwc[/media] [b]Instructions:[/b] [b][i]How to connect things[/i][/b] Just touch the engine with the part you want to connect and it will automatically connect the device. You can also connect things to the engine by touching the fuel cap ent with the car parts. Not that the fuel cap must be connected to the engine. [highlight]How to turn the engine on and off[/highlight] First you have to connect a vehicle (example: Airboat seat or pod) to the engine before you can start it. You start the engine by pressing the jump button while you are in the connected vehicle. [release] [b]Engines[/b] [b][i]The EP2 engine[/i][/b] [img]http://img508.imageshack.us/img508/8207/1ep2engineod2.jpg[/img] You can control the engine by using your movement keys ("a", "s", "d", "w"). Don't try to turn the engine on before it's welded to a vehicle. Use turbo by pressing the sprint button, the turbo will be enabled if you have installed the turbo on the engine. [b][i]The Airboat engine[/b][/i] [img]http://img381.imageshack.us/img381/2899/2airboatenginecj2.jpg[/img] It's the same as the EP2 engine. I just included the airboat engine so people who doesn't have EP2 can use this entity pack. [b][i]Boat engine[/b][/i] [img]http://img291.imageshack.us/img291/3184/3boateasytx7.jpg[/img] The difference between the boat engine and the other engines is that it will only work under water when it's submerged otherwise it's the same. The boat engine will also emit bubbles from the propeller and the boat engine also uses different sounds. [b][i]Jet engine[/b]/[i] [img]http://img43.imageshack.us/img43/3471/senteasyjetengine.jpg[/img] [b]This engine was a request! Don't expect things to fly just by welding the engine to an object! The engine itself will not make any generated lift![/b] Basically it works like the other engines to but it has different controls and you can't connect all parts to it. Primary fire will increase the throttle and secondary fire will decrease it. Press the forward and backwards buttons to pitch the engine forward or backwards. You can control the yaw by pressing the strafe left or strafe right button. Tip: Try to freeze the engine when it spawns so you will keep the right angle. If you don't have the engine in the correct angles the engines controls may be screwed. [/release] [release] [b]Electronics[/b] [b][i]Battery[/b][/i] [img]http://img385.imageshack.us/img385/685/4carbatteryoc4.jpg[/img] A battery is required for all the electronics(car horn, car radio, front light, rear light, dir indicators, fuel gauge, thermometer) to work. Connect the battery by touching the engine with it. Notice that you don't connect the electronics with the battery. You connect the electronic devices just like all other parts (directly to the engine). [b][i]Car Radio[/b][/i] [img]http://img381.imageshack.us/img381/33/5radioxb7.jpg[/img] This part will only work if you have a battery connected to the engine. When you are in the connected seat you can cycle between 8 different radio channels by pressing the reload button. To shut off the radio you have to cycle to the first channel (channel 0), you will hear a sound when it's off and the music will stop. You can play your own favourite music on the radio by replacing the mp3 files in this directory "..garrysmod\addons\Easy Engine\sound\Easy_Engine_Sounds\Radio\custom". If you are replacing the radio music with your own music remember that the music file has to be in mp3 format and got to have the same name as the replaced music file. [b][i]Car Horn[/b][/i] [img]http://img165.imageshack.us/img165/4776/propcarhornzy3.jpg[/img] This part will only work if you have a battery connected to the engine. Touch the engine with it to connect it. You can use the car horn by pressing the primary fire button while the engine is on and you are in the connected vehicle. [b][i]Front Light[/b][/i] [img]http://img381.imageshack.us/img381/6744/6frontlightbd3.jpg[/img] This part will only work if you have a battery connected to the engine. Touch the engine with it to connect it. The front light will automatically be turned on when the engine is on. [b][i]Rear Light[/b][/i] [img]http://img385.imageshack.us/img385/8537/7rearlightbg4.jpg[/img] This part will only work if you have a battery connected to the engine. Touch the engine with it to connect it. The rear light will automatically be turned on when the engine is on and you use the breaks or put in the reverse. [b][i]Dir indicators[/b][/i] [img]http://img381.imageshack.us/img381/8738/8dirindzl8.jpg[/img] This part will only work if you have a battery connected to the engine. Touch the engine with it to connect it. The directional indicators/turn signals will automatically start to twinkle when you steer left or right. [b][i]Fuel Gauge[/b][/i] [img]http://img381.imageshack.us/img381/9616/9fuelguageoa4.jpg[/img] This part will only work if you have a battery connected to the engine. Touch the engine with it to connect it. This entity will show you how much fuel you have left in your tank. [b][i]Thermometer[/b][/i] [img]http://img118.imageshack.us/img118/7364/sentthermo.jpg[/img] This part will only work if you have a battery connected to the engine. Touch the engine with it to connect it. This entity will display the engine temperature. The "progress bar" will also change colour and length depending on the engine temperature. Green means OK, yellow means the engine is starting to get hot and red means that the engine temperature is critically high. [b][i]The green radio[/b][/i] [img]http://img20.imageshack.us/img20/8103/greenradio.jpg[/img] This music loops some old music. Press use to turn it on and off. Do not replace the sound files for this radio! [b][i]The red radio[/b][/i] [img]http://img189.imageshack.us/img189/8262/redradio.jpg[/img] This radio won't loop the music but you can replace the music with your own. You can play your own favourite music on the radio by replacing the mp3 files in this directory "..garrysmod\addons\Easy Engine\sound\Easy_Engine_Sounds\Radio\custom". If you are replacing the radio music with your own music remember that the music file has to be in mp3 format and got to have the same name as the replaced music file. [/release] [release] [b][i]Parts[/b][/i] [b][i]Fuel Tank[/b][/i] [img]http://img377.imageshack.us/img377/3375/11fueltankgx4.jpg[/img] Without the fuel tank you can just use the engine for a small period of time before it needs to be refueled. The engine has a fuel capacity of 500 units and the fuel tank will increase it to 5000. [b][i]Big Fuel Tank[/b][/i] [img]http://img329.imageshack.us/img329/4816/12bigfueltankcr5.jpg[/img] This is a home made fuel tank. The big fuel tank has a capacity of 20 000 units. [b][i]Turbo/Supercharger[/b][/i] [img]http://img228.imageshack.us/img228/7173/propturbopy5.jpg[/img] This part will automatically be screwed on the engine(no rope connection). The turbo part will enable turbo when using the engine. Of course the engine will use more gas when you use it. Turbo most affects the acceleration. The turbo will overheat the engine and the engine will turn red and emit white smoke. If the engine gets to hot it will stop or it will break (the engine will turn black if it's broken and it will emit bl
  • Avatar of Entoros
  • Absolutely fantastic. I always loved this mod. I also liked that you switched the wrenches and such to SWEPs. Other than that, I'm just curious, why'd you change the name? And what exactly is the difference between the red radio and the car radio? Just another suggestion, it would be kind of nice for new EngineMod users if there was a help entity/SWEP, where if you placed it on the entity it displayed a description (like the ones above) on your screen, just to get used to the many parts of EngineMod.
  • Avatar of SEKCobra
  • So is there anything updatet or is this just a new thread for the new STool Version? Im not sure.
  • Avatar of OutOfPop
  • I remember this mod! Are their any new parts? I see it has a nice new stool menu (Unless I missed an update from before). [editline]04:36AM[/editline] Add a police siren, for fun.
  • Avatar of Sakarias88
  • [QUOTE=Entoros;16048720]Absolutely fantastic. I always loved this mod. I also liked that you switched the wrenches and such to SWEPs. Other than that, I'm just curious, why'd you change the name? And what exactly is the difference between the red radio and the car radio? Just another suggestion, it would be kind of nice for new EngineMod users if there was a help entity/SWEP, where if you placed it on the entity it displayed a description (like the ones above) on your screen, just to get used to the many parts of EngineMod.[/QUOTE] Why did i switch the name? The first version had only one entity and the entity was called the Easy engine. Now there is a bunch of entities and stools and the package is called Engine Mod, the engine entities are still called easy engines. There is a help entity. It's an in game instructions manual. Just press use on it and a window will pop up. You will find all information you need there. And what is the difference between the red radio and the car radio? The red radio is a separate entity. The car radio is a fake entity. The engine checks if the car radio model is colliding with the engine, the engine puts a rope between and the engine do the rest (it's actually the engine that plays the music). Both radios plays the same music. [QUOTE=SEKCobra;16048794]So is there anything updatet or is this just a new thread for the new STool Version? Im not sure.[/QUOTE] It's a major update if you compare it to the latest version on garrysmod.org. The other thread was auto locked because it got to many replies. Check the video if you want more information. [QUOTE=OutOfPop;16049445]I remember this mod! Are their any new parts? I see it has a nice new stool menu (Unless I missed an update from before). [editline]04:36AM[/editline] Add a police siren, for fun.[/QUOTE] Check the video. [media]http://youtube.com/watch?v=89lzc0t7FD8[/media] Change Log: * Everything Spawned with Stools * New Entities (Car frames, fuel cap) * Radio with replaceable music * Fixes for multiplayer * An ingame manual for use of the engine mod * Advanced Duplicator Support * New Icons Of course there is a lot more changes but i just don't remember everything. Every single ent has been modified since the latest garrysmod.org version was released.
  • Avatar of SEKCobra
  • Yeah, but this is the "old" svn version or? This Thread contains no fully new update? Last update was when you changed to STool ?
  • Avatar of Sakarias88
  • [QUOTE=SEKCobra;16053314]Yeah, but this is the "old" svn version or? This Thread contains no fully new update? Last update was when you changed to STool ?[/QUOTE] There is a new svn now. The filefront download is not the latest version. The svn contains a few more fixes (currently at revision 5). Ex: added option of turning off sounds on the engines.
  • Avatar of noobcake
  • Siren is a good idea. I also had another idea. Right click with the wrench should sabotage the engine, so it breaks when started. There should be a tell-tale sign, maybe tint it a different color like blue or green. and if you use wrench left click, the sabotage is removed and the engine can be started safely again. Brakes are a good idea as well. Not sure how though. Dynamic fog lights that are started with secondary fire. We also need a wheel ent. Touch brake pads to a wheel, the brake pad disappears and the wheel gains braking capabilities. And front wheels should be able to steer somehow. But this is looking into the future, just something to add to the to-do list. Hope ya like my ideas.
  • Avatar of Entoros
  • A few things: 1. I assume the engine doesn't run without an exhaust pipe? 2. You should make it so the battery runs out (eventually). I think it would be way to ridiculous to have like jumper cables and shit, but I don't think the batteries should last forever. 3. Do the headlights just make a little or a lot of light? I think it would be cool if it was dynamic or something (like, it would light up the road of darker maps). 4. The only other thing I can think of would be a speedometer, just to make it a complete dashboard. Also, if anyone says we should have oil changes, tell them they suck. Would make it too complicated.
  • Avatar of -TB-
  • @ 2. Why would a car run out of battery when they have alternaters, unless you left the lights and radio on while the car wasn't on. 4. could just use the wire speedometer
  • Avatar of Rago
  • Could we have a changelog? Because I'm in turkije and they BANNED YOUTUBE!
  • Avatar of Sakarias88
  • [QUOTE=Rago;16071420]Could we have a changelog? Because I'm in turkije and they BANNED YOUTUBE![/QUOTE] You didn't read the bottom of the first post.
  • Avatar of theprophet
  • Hey Sak, the only thing I don't like at this mod is the gage of the ropes, you should make it a bit more thinly. -Prophet
  • Avatar of subenji99
  • You can hide the ropes in this new release of Engine Mod. Maybe you should actually try it out before you comment on it.
  • Avatar of mu ha ha
  • [QUOTE=subenji99;16094658]You can hide the ropes in this new release of Engine Mod. Maybe you should actually try it out before you comment on it.[/QUOTE] How? I Can't find it.. (I have the latest SVN.)
  • Avatar of Jvs
  • [QUOTE=mu ha ha;16151499]How? I Can't find it.. (I have the latest SVN.)[/QUOTE] Go to the engine-mod menu,go to the tuner stool and check hide ropes :v:
  • Avatar of Odox
  • I have the SVN and I am missing the texture for the fuel gauge for some reason.[URL=http://img31.imageshack.us/i/gmflatgrass0001.jpg/][IMG]http://img31.imageshack.us/img31/897/gmflatgrass0001.jpg[/IMG][/URL] Anyone know what happened? Yes, I have half-life 2 and all that.
  • Avatar of Sakarias88
  • [QUOTE=Odox;16166765]I have the SVN and I am missing the texture for the fuel gauge for some reason.[URL=http://img31.imageshack.us/i/gmflatgrass0001.jpg/][IMG]http://img31.imageshack.us/img31/897/gmflatgrass0001.jpg[/IMG][/URL] Anyone know what happened? Yes, I have half-life 2 and all that.[/QUOTE] That's odd because the fuel gauge ent is using the standard texture.
  • Avatar of Kogitsune
  • It's the breen clock from HL2. It's really strange you aren't seeing it :S. Are you running any high-res texture mods that might be overwriting it? And have you verified your hl2 gcf / ran it once / have it mounted?
  • Avatar of Sakarias88
  • [QUOTE=DigitalySane;16192607]Where does the svn path go?[/QUOTE] You can dowload the version at garrysmod.org. It's the same as the svn. You will even get the svn files. I think that's why the file is reported, because of the svn files (hidden files). =/ Yep, reuploaded it without svn files and now it isn't reported. The dynamic lights are included in the garrysmod.org version. New svn update: Fuel Gauge will only work if you have a battery and the engine is on (worked when the engine was off before). Added dynamic lightning to the front lights.
  • Avatar of laaza
  • would u add option to make engine invisible? it wont work with color tool. :/ [editline]03:53PM[/editline] i use SVN version
  • Avatar of noobcake
  • [QUOTE=Sakarias88;16192937]You can dowload the version at garrysmod.org. It's the same as the svn. You will even get the svn files. I think that's why the file is reported, because of the svn files (hidden files). =/ Yep, reuploaded it without svn files and now it isn't reported. The dynamic lights are included in the garrysmod.org version. [b]New svn update: Fuel Gauge will only work if you have a battery and the engine is on (worked when the engine was off before). Added dynamic lightning to the front lights.[/b][/QUOTE] And I helped! :biggrin:
  • Avatar of Sakarias88
  • You sure did noobcake. I'm currently working on a prop linker stool to the engine and it will make your vehicles go faster than ever before!
  • Avatar of squeaky024
  • Hey could we have different horns like car horn, truck horn, air horn, bigger ship horn.. etc.? Also, when playing around on my server with some friends we noticed the boat engine steering gets messed up on larger ships. Left becomes right, right becomes left, or the only way the boat does go is left. I ended up wiring thrusters to the back and tuning down the engine. I am 100% sure the engine is facing the correct way because it worked fine in the beginning, and steering was normal but it turned harder to the left than right, but it travels straight when not pressing A or D.
  • Avatar of Sakarias88
  • [QUOTE=squeaky024;16241010]Hey could we have different horns like car horn, truck horn, air horn, bigger ship horn.. etc.? Also, when playing around on my server with some friends we noticed the boat engine steering gets messed up on larger ships. Left becomes right, right becomes left, or the only way the boat does go is left. I ended up wiring thrusters to the back and tuning down the engine. I am 100% sure the engine is facing the correct way because it worked fine in the beginning, and steering was normal but it turned harder to the left than right, but it travels straight when not pressing A or D.[/QUOTE] I have noticed that too. It happens some times on my dupes. Don't know why. [lua]--------------------RIGHT if self.Entity.Owner:KeyDown( IN_MOVERIGHT ) then if self.Entity:WaterLevel() > 0 then local phys = self.Entity:GetPhysicsObject() phys:AddAngleVelocity(Vector(0,0,-10000)*(self.SteerForce /(self.EngineMass/35))) end end -------------------- --------------------LEFT if self.Entity.Owner:KeyDown( IN_MOVELEFT) then if self.Entity:WaterLevel() > 0 then local phys = self.Entity:GetPhysicsObject() phys:AddAngleVelocity(Vector(0,0,10000)*(self.SteerForce /(self.EngineMass/35))) end end ----------------------[/lua] The code doesn't lie. I think the problem has something to do with the propeller prop attatched to it but i'm not sure. You can always remove the propeller prop (the engine will still work without the propeller) and see if there is any difference.