• Divran's E2 Thread
    971 replies, posted
  • hey is it possible to make sort of a spiderman e2 where when u click on anywhere it will make like a rope that will pull u there
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  • When you can divran, try and code me a automatic turret (in E2, not controllable by you, but it controls itself.)
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  • [QUOTE=jrod;19930655]hey is it possible to make sort of a spiderman e2 where when u click on anywhere it will make like a rope that will pull u there[/QUOTE] Not possible without some custom extensions. [editline]12:03AM[/editline] [QUOTE=MAspiderface;19931350]Oh! I forgot about that.[/QUOTE] I don't think Whosdr was talking to you... He was talking to jrod. Making an E2 turret is easy, and it has already been posted in this hread. Skim-read this thread and you'll find them.
  • i saw this guy in an rp server and he said he could double crouch i saw him and he could get into tiny spaces that no 1 else could go into any thoughts how he could do that
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  • i saw some guys with a like a 3d flag. and it was spining slowly. they said it was e2. so. can you make me a german flag one. :?
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  • [QUOTE=jrod;19948667]i saw this guy in an rp server and he said he could double crouch i saw him and he could get into tiny spaces that no 1 else could go into any thoughts how he could do that[/QUOTE] You've already asked this. It's not possible with E2.
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  • Well Divran, maybe you can help me out with this. I noticed a gentleman in a server with some sort of chair/e2 hybrid contraption that let him move around a ragdoll with actuall running movements, grabbing animations, sounds, a hurt/tripping mechanic, and the ability to fly around in a superman pose. Mind helping explain/figure out how to make this?
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  • [QUOTE=xxfalconxx;19986719]Well Divran, maybe you can help me out with this. I noticed a gentleman in a server with some sort of chair/e2 hybrid contraption that let him move around a ragdoll with actuall running movements, grabbing animations, sounds, a hurt/tripping mechanic, and the ability to fly around in a superman pose. Mind helping explain/figure out how to make this?[/QUOTE] 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.
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  • 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?
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  • [QUOTE=DTaylorJones;20027333]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?[/QUOTE] 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.
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  • [QUOTE=aviator1223;20035514]Hi, I need a e2 for apply force mouse aimed flight please thanks in advanced.[/QUOTE] Please, read the entire thread (or at least skim through it) before posting requests. I've already made this. [url]http://www.facepunch.com/showpost.php?p=19255930&postcount=215[/url]
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  • 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.
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  • 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 [/code] 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!
  • [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()) }[/code] [highlight]UNTESTED[/highlight] but should work. Spawn it as close to the center as possible
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  • [QUOTE=lavacano;20050569] *code* [highlight]UNTESTED[/highlight] but should work. Spawn it as close to the center as possible[/QUOTE] 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.
  • 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
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  • [QUOTE=Niyo;20050825]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.[/QUOTE] Add runOnTick(1) to his code. Edit: Balto already said that :) [QUOTE=XanyholesagoalX;20057048]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[/QUOTE] 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.
  • [QUOTE=Divran;20059517]Add runOnTick(1) to his code. Edit: Balto already said that :)[/QUOTE] 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)[/code] Known Bug: It lags behind you. I tried parenting it to owner, but it just parented to on my feet for some reason.
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  • 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 }[/code]
  • 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.
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  • [QUOTE=Divran;19992139]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.[/QUOTE] I believe it's called the drunk combine.
  • [QUOTE=Divran;20059517]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.[/QUOTE] give it ago if it makes the sub go up and down and not jump out the water it cant be that crappy :P
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  • 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).
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  • [QUOTE=Legend286;20084024]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).[/QUOTE] Now THAT would be cool. But is it possible?