• Divran's E2 Thread
    972 replies, posted
  • Please a e2 that will completly cloak me and whatever i'm holding i saw a gentlemen on the ng bfs server with it and it was intresting
  • Most likely he was using an admin mod. E2 can't do that, as E:setAlpha() doesn't work on players.
  • [QUOTE=lavacano;20099943]Most likely he was using an admin mod. E2 can't do that, as E:setAlpha() doesn't work on players.[/QUOTE] You can cloak yourself with setMaterial using a material that is see-through. This is a simple cloak e2. Just find a material that is see-through and put it there. [code]if (first()) {owner():setMaterial("put material here")} interval(1000) owner():weapon():setMaterial("put material here")[/code] [editline]04:27PM[/editline] [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] [code]@name SIMS FOR EVERYONE @outputs @persist X Players:array P if (first()) { findByClass("player") #We're finding players Players = findToArray() #Gotta catch em all 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 HP = clamp(E:health()/100*255,0,255) Col = vec(255-HP,HP,0) holoColor(I,Col) #Color holoColor(I+1,Col) #Color 2 }[/code] [editline]04:28PM[/editline] A guy on this thread: [url]http://www.facepunch.com/showthread.php?p=20100406[/url] wanted a Stargate redirecter E2, so I'm going to make one. Making it ... Done! [code]@name Stargate Redirecter @inputs Active TargetAddress:string @outputs Address @persist On @trigger if (~Active & Active) { On = 1 } if (On) { interval(10) if (On < 7) { Address = toByte(TargetAddress:index(On)) On++ } else { Address = 13 On = 0 } }[/code]
  • divran, is there any way to parent to legs/feet? (with holos) I was working on a frog suit from mario, and well, without the frog legs it's not right. :s
  • Divran when you going to post that 'crappy' sub chip? Because i am starting to really need the chip ( not meaning to sound impatient :P)
  • [QUOTE=XanyholesagoalX;20138305]Divran when you going to post that 'crappy' sub chip? Because i am starting to really need the chip ( not meaning to sound impatient :P)[/QUOTE] It's crappy because it was able to jump out of the water.. but here: [code]@name Submarine Control Chip @inputs [Pod]:wirelink Active [Base Top]:entity @outputs @persist @trigger if (first()|duped()|~Base) { Base:setMass(50000) runOnTick(1) } InWater = Top:isUnderWater() if (Active) { if (InWater) { #Controls W = Pod["W",number] A = Pod["A",number] S = Pod["S",number] D = Pod["D",number] Space = Pod["Space",number] Alt = Pod["Alt",number] Shift = Pod["Shift",number] R = Pod["R",number] Base:applyForce(((Base:forward() * 60 * (W-S) * (1+Shift*10) + Base:up() * 60 * (Space-Alt) * (1+Shift*10)) - Base:vel()) * Base:mass()) Base:applyAngForce(((ang(0,Base:angles():yaw(),0)-Base:angles())*20-Base:angVel()*2)*Base:mass()*ang(1,0.5,1)) Base:applyAngForce(ang(0,(A-D)*100,0)*Base:mass()*(1+Shift*2)) } } else { rangerHitEntities(0) rangerHitWater(1) Rng = rangerOffset(50,Top:pos(),vec(0,0,-1)) if (!InWater) { if (Rng:hit()) { Base:applyForce((vec(0,0,20-Rng:distance())-Base:vel()*vec(1,1,0.7)) * Base:mass() * vec(0.08,0.08,0.7)) Base:applyAngForce(((ang(0,Base:angles():yaw(),0)-Base:angles())*20-Base:angVel()*2)*Base:mass()*ang(1,0.5,1)) } } else { Base:applyForce(vec(0,0,(20-Base:vel():z()/3)*Base:mass())) Base:applyAngForce(((ang(0,Base:angles():yaw(),0)-Base:angles())*20-Base:angVel()*2)*Base:mass()*ang(1,0.5,1)) } }[/code] [editline]05:45PM[/editline] [QUOTE=xxfalconxx;20130809]divran, is there any way to parent to legs/feet? (with holos) I was working on a frog suit from mario, and well, without the frog legs it's not right. :s[/QUOTE] Attachment Doc: [url]http://www.wiremod.com/forum/wiremod-tutorials/14813-e2-entity-attachment-documentation.html[/url]
  • Is it possible to change the material of the third-person weapon model? I've had no problems with changing the [I]player's[/i] material with something like: [code] Owner = entity():owner() Material = "whatever" Owner:setMaterial(Material) [/code] but when I try the same with weapon() nothing happens: [code] Owner = entity():owner() Weapon = Owner:weapon() Material = "whatever" Weapon:setMaterial(Material) [/code] I [i]was[/i] able to modify the color of the toolgun. The physgun and gravgun seemed unaffected. As an aside, [i]models/props_c17/fisheyelens[/i] is a great material for stealth and cloaking applications.
  • [QUOTE=Decoy Ocelot;20150613]Is it possible to change the material of the third-person weapon model? I've had no problems with changing the [I]player's[/i] material with something like: [code] Owner = entity():owner() Material = "whatever" Owner:setMaterial(Material) [/code] but when I try the same with weapon() nothing happens: [code] Owner = entity():owner() Weapon = Owner:weapon() Material = "whatever" Weapon:setMaterial(Material) [/code] I [i]was[/i] able to modify the color of the toolgun. The physgun and gravgun seemed unaffected. As an aside, [i]models/props_c17/fisheyelens[/i] is a great material for stealth and cloaking applications.[/QUOTE] You need to set the material again every time you switch weapon.
  • Could you make a e2 holo map or gpu map (or anything with a screen etc) over rp_downtown_v2. and make it show players location
  • [QUOTE=thompy93;20208266]Could you make a e2 holo map or gpu map (or anything with a screen etc) over rp_downtown_v2. and make it show players location[/QUOTE] Sorry, but no. Too time consuming. :/
  • [QUOTE=alphaspida;20043806]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.[/QUOTE]
  • [code]@name Simple blinder if (first()) { # Create the hologram holoCreate(1) holoScale(1,vec(-40,40,70)/12) holoMaterial(1,"debug/debugdrawflat") holoColor(1,vec()) # We want the e2 to run when you say something runOnChat(1) } if (chatClk(owner())) { M = lastSaid():explode(" ") #Split what you said into an array if (M[1,string] == ".blind") { #If you said ".blind" hideChat(1) #Hide your message if (M[2,string]) { Ply = findPlayerByName(M[2,string]) #find the player.. if (Ply) { #Blind the player: holoPos(1,Ply:pos()+vec(0,0,50)) holoParent(1,Ply) holoAlpha(1,255) print("Blinded " + Ply:name()) } else {print("Player '" + M[2,string] + "' not found.")} } else {print("You must enter a name.")} } elseif (M[1,string] == ".unblind") { #If you said ".unblind" hideChat(1) holoAlpha(1,0) #Make the hologram invisible so that they can see again print("Unblinded.") } }[/code]
  • Thank you E2 master. It doesn't work. Error: Else keyword (else) must be part of an if-statement at line 25, char 27.
  • [QUOTE=alphaspida;20236447]Thank you E2 master. It doesn't work. Error: Else keyword (else) must be part of an if-statement at line 25, char 27.[/QUOTE] Fixed and edited post. [editline]11:52PM[/editline] [QUOTE=whosdr;20237884]} else {print("Player '" + M[2,string] + "' not found.")}[/QUOTE] This.
  • Hi again, Divran! Sorry to ask for another E2 (well, two actually. :T). The first one is more of a question/request. When I was making a Vtol, I got it all stable, and its hovering, but it keeps drifting..like it has no air resistance. I tried Hoverballs, but then it was harder to make it go...well..vertical. So, in short, what I'm asking for is an E2 that will provide Air Resistance, like a Hoverball's. My second request is a bit hard to explain, so you don't have to do it if you want. I'm thinking it would require applyTorque, but I may be wrong. Did you ever see one of those Vtols with two "wheels" on the side? It would look something like this from an overhead view. O-T-O ,where T is the body, and the two circles on each side are "wheels" which rotate on an axis, providing thrust in different angles. So, what I'm trying to ask is prehaps an E2 that will rotate the two axis'd 'wheels' a little bit forwards or backwards, but not all the way. Eg: No more then a 90 degree angle back and forth. Thank-you! :D (Sorry it's really long. x_x')
  • Could anyone be assed to put all working E2's into some kind of folder and upload it?
  • [QUOTE=Niyo;20240502]Hi again, Divran! Sorry to ask for another E2 (well, two actually. :T). The first one is more of a question/request. When I was making a Vtol, I got it all stable, and its hovering, but it keeps drifting..like it has no air resistance. I tried Hoverballs, but then it was harder to make it go...well..vertical. So, in short, what I'm asking for is an E2 that will provide Air Resistance, like a Hoverball's.[/QUOTE] [code]E:applyForce(-E:vel()*E:mass()*Multiplier)[/code] [QUOTE=Niyo;20240502]My second request is a bit hard to explain, so you don't have to do it if you want. I'm thinking it would require applyTorque, but I may be wrong. Did you ever see one of those Vtols with two "wheels" on the side? It would look something like this from an overhead view. O-T-O ,where T is the body, and the two circles on each side are "wheels" which rotate on an axis, providing thrust in different angles. So, what I'm trying to ask is prehaps an E2 that will rotate the two axis'd 'wheels' a little bit forwards or backwards, but not all the way. Eg: No more then a 90 degree angle back and forth. Thank-you! :D (Sorry it's really long. x_x')[/QUOTE] You could use either applyTorque or applyAngForce for this. You could take a look at this: [url]http://www.wiremod.com/forum/contraptions-saves/14208-mike-dudes-hk-drone-v1.html#post136209[/url] and [url]http://www.wiremod.com/forum/contraptions-saves/15689-mike-dudes-hk-aerial.html#post150097[/url] [editline]09:22AM[/editline] [QUOTE=Steven :D;20244064]Could anyone be assed to put all working E2's into some kind of folder and upload it?[/QUOTE] No, not really
  • [QUOTE=Niyo;20240502]Hi again, Divran! Sorry to ask for another E2 (well, two actually. :T). The first one is more of a question/request. When I was making a Vtol, I got it all stable, and its hovering, but it keeps drifting..like it has no air resistance. I tried Hoverballs, but then it was harder to make it go...well..vertical. So, in short, what I'm asking for is an E2 that will provide Air Resistance, like a Hoverball's. My second request is a bit hard to explain, so you don't have to do it if you want. I'm thinking it would require applyTorque, but I may be wrong. Did you ever see one of those Vtols with two "wheels" on the side? It would look something like this from an overhead view. O-T-O ,where T is the body, and the two circles on each side are "wheels" which rotate on an axis, providing thrust in different angles. So, what I'm trying to ask is prehaps an E2 that will rotate the two axis'd 'wheels' a little bit forwards or backwards, but not all the way. Eg: No more then a 90 degree angle back and forth. Thank-you! :D (Sorry it's really long. x_x')[/QUOTE] You mean a V-22 Osprey? I'm trying to make one of them as well, but its trickier than I imagined. I need it to actually get into the air without flopping straight down... For an E2, would it be possible to make some kind of security scanner that recognises only the people who have been chosen for clearance, and rejects the others? I need this for security doors in my fortress. :) Thanks a lot. Basically I would like it so that it 'scans' people within range and either opens the door if they are registered to come in, or to activate a turret that shoots them. I know this sounds laughably simple, but I am no good at wiremod and I suppose an E2 would make it simpler to set up...again, if you can do this, thanks. :)
  • hi i know this doesent have eneything to do with what ur talking about but my steam profile was hijacked (hacked) by one of my steam friends so i wonder if eney one know eney steam hacker program to pay back???
  • Cyber, stop spamming the forums. Your going to end up getting banned.
  • Five posts is not really spam :tinfoil: but there are no [b]legit[/b] programs to hack accounts. And besides, you probably did something retarded and allowed him onto your account so that's your own damn fault
  • [QUOTE=Divran;20246292][code]E:applyForce(-E:vel()*E:mass()*Multiplier)[/code] You could use either applyTorque or applyAngForce for this. You could take a look at this: [url]http://www.wiremod.com/forum/contraptions-saves/14208-mike-dudes-hk-drone-v1.html#post136209[/url] and [url]http://www.wiremod.com/forum/contraptions-saves/15689-mike-dudes-hk-aerial.html#post150097[/url] [editline]09:22AM[/editline] No, not really[/QUOTE] Thank you SO much :o I support this E2 thread.
  • I often use something like E:applyForce( ( (Target - Current)*20 - E:vel()):setX(0):setY(0))*E:mass())
  • I need help figuring out how to make something stop after I release the w or s keys. And also go backwards when I press the S key. [CODE] @name Helper Bot @inputs Active W S @outputs Gyro:angle V:vector @persist @trigger all Me = owner() Ent = entity() if (Active == 1) { runOnTick(1) P = Ent:elevation(Me:aimPos()) Y = Ent:bearing(Me:aimPos()) R = Ent:angles():roll() Gyro = -ang(P,Y,R)*500 Ent:applyAngForce(Gyro + $Gyro*5) V = (Me:aimPos() - Ent:pos())/10 if (W == 1) { Ent:applyForce(V + $V*5) } } [/CODE] (Also, any help optimizing would be great:toot:)
  • Slash, i'd suggest using a different, more controlled applyForce formula. E:applyForce(( (TargetPos - E:pos())*20 - E:vel())*E:mass())